Translation system updated
This might seem like a trivial thing, but from the development point of view it is pretty huge for us.
Koval has done a fantastic job with his python tools in the past, where our game texts were taken from a JSON file and the apropriate .c and .h files were created out of it, allowing us to focus on developing a game instead of messing around with translation files.
Now for a while he was working on some new features that I've requested:
- Split the JSON into several .yml files, one per menu/functionality.
- Use .j2 templates.
- Don't keep all the texts in memory, load them when we change menus (critical as we have simply run out of space for more texts in the pre-allocated 0x1000 bytes).
So today the first version of it have been pushed on master, and you know what? It compiles!
Moreover, it runs, and it loads the texts correctly (well, at least so far it looks like it does, time will tell ;))!
That gives us a lot of breathing space, ram-wise.
From the other news, battle system is slowly progressing, as is map rework. Juras has been unleashed and it looks like the map will be very different from the lame attempt I had at it. Not posting pictures today as I value my testicles - Gfx Director is a bit twitchy when it comes to sharing his ever 'unfinished' gfx work. One day he will say its worthy of showing it to the world, then you will see it.
Get Kielbasa Empire
Kielbasa Empire
A C64 Farming* Game
Status | In development |
Author | Ordered Chaos Design |
Genre | Simulation |
Tags | 8-Bit, Commodore 64, Farming, Pixel Art, Retro |
Languages | English, Polish |
More posts
- Long break, but we're backFeb 12, 2024
- New map GFX sampleNov 08, 2023
- Church addedSep 04, 2023
- Confirm action in Farming screen addedAug 20, 2023
- Hello World!Aug 16, 2023
Leave a comment
Log in with itch.io to leave a comment.