[Kde-games-devel] Killbots message extraction, missing itens?

Parker Coates parker.coates at gmail.com
Sun Nov 23 17:59:31 CET 2008


On Sun, Nov 23, 2008 at 09:42, Parker Coates wrote:
> On Sun, Nov 23, 2008 at 04:54, Albert Astals Cid wrote:
>> El Sunday 23 November 2008 03:35:56 Parker Coates va escriure:
>>> On Sat, Nov 22, 2008 at 18:59, Mauricio Piacentini wrote:
>>> > Do we need to ask for exception to add these
>>> > strings? I think we don't, but better be safe.
>>>
>>> I'm not sure what the policy is there. From whom do we ask for the
>>> exception?
>>
>> The policy is that messages that are already in the GUI but were not
>> translated because of a mistake need no exception at all, they have to be
>> fixed ASAP.
>
> Done.
>

I've just run into another localisation issue in Killbots, although
this one is certainly less critical.

In Killbots I provide two separate sets of keyboard controls which
both require a 3 by 3 block of movement keys along with some nearby
keys for special actions.

One set uses the numeric keypad which works out really well as it's a
nicely defined block of keys surrounded by extra keys for the special
actions. The problem is that most laptop users don't have numeric
keypads (and I doubt they'd really want to use some Fn key based
solution). So a second set is required.

For the second set, Killbots currently uses the Q, W, E, A, S, D, Z,
X, C key block for movement controls. This is all fine and dandy for
me as an English user with a US keyboard layout, but I would assume
this is absolutely useless most other locales. Sure the user can
redefine the shortcuts to something they find more useful, but this
seems like something that could be handled through localisation to
provide a better out-of-the-box experience for non-English laptop
users.

Is there a way to do this? I checked the localisation tutorials on
TechBase, but shortcut keys weren't mentioned there.

Parker


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