[Kde-games-devel] Fwd: kgoldrunner data

Ian Wadham ianw2 at optusnet.com.au
Sun Jun 24 15:28:01 CEST 2007


On Sun, 24 Jun 2007 08:05 pm, Luciano Montanaro wrote:
> > "NOTi18n" is deliberate.
>
> Well, I have been translating really useless messages in the past, but
> I do not think translating these would be a waste of effort. And you
> are wrong about the level of English uderstanding, especially if you
> count younger people (Well, in my time, I used games as an opportunity
> to improve my English... but then what's the point in translating the
> game at all?).
>
What's the point in programming a game for that matter?  The point
is fun ... and mental exercise.  The more translations there are the
more people have that opportunity.  And games throw up a lot of
programming challenges.  I might go so far as to say that games
and graphics have driven the development of the PC in the last
20-30 years.

> Anyway, it's up to you, but I think that marking the messages
> as translatable would be a good move, and it would be better 
> to do it now than later in the development cycle. At worst, some
> of the translations will be incomplete --- big deal.
>
KGoldrunner has more message bytes than most games, so I
feel it is grabbing more than its fair share of translators' time.  Only
a minority of players would reach the difficult levels and then they
might not have to ask for a hint, so I have been leaving those hints
untranslated (i.e. I left them out of the original data_messages.cpp
file).

And I got the impression the translation teams are so competitive
they would never just leave stuff untranslated ... :-)

> Ok, Ok, I'll leave the messages as they are. But in Italian they'll
> lose the extra spaces. And I'm considering getting rid of the smileys
> too! }:-)
>
Isn't there an Italian saying about translators and traitors? :-)
Seriously, please do whatever you like in Italian, as long as you
try to preserve the intent of the original, especially the tutorials.

Ciao, Ian W.



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