Comments (2)
Or maybe we can have more clearer line id for translators.
I tried tweaking id generation so the id has both title and speaker. Also with indentation and choice levels.
I think it makes it much much easier for translator to work with. Although it makes code space a little bit crowded, I think it's worth it. Especially since I don't think it's possible to export any comments with POT generation(unless the plugin generate POT itself in the future?).
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Thanks for the suggestion but I'm unlikely to add indentation guides to the translation keys. There are a few reasons for not adding it but the main one is that it can easily become outdated as dialogue is moved around and rewritten.
I am contemplating exposing a few of the internal dialogue editor methods to allow for per-game modifications so the translation key method might be a good candidate for that - then you'll be able to implement it however makes sense to you.
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Related Issues (20)
- A way to capture input when the Balloon parent node is a SubViewportContainer HOT 3
- Parsing Error when loading game with DialogueManager open HOT 1
- Unable to access from dialogue manager to a dictionary updated on runtime (on ready) HOT 3
- Minor typo in screenshot.jpg HOT 1
- Text inside DialogueLabel doesn't updates with TranslationServer.set_locale("") if I change "Default CSV Locale" HOT 3
- Can't run the game after export HOT 3
- Godot 4.0.2 - Cannot run the test dialogue HOT 1
- Lambda-s are not supported in do-/set- statements HOT 1
- Randomised jump-and-return HOT 1
- Custom Balloon Paths Not Recognized HOT 6
- Loop array to generate responses HOT 1
- Does not work HOT 1
- Visual node graph editor for writing dialogues HOT 1
- update dialogue in game when file is changed HOT 2
- Unable to use editor in 4.3-beta1 HOT 2
- No stringname support
- GDScript failed to parse code_edit.gd because of new Godot 4.3 multicaret editing feature HOT 3
- NOTIFICATION_TRANSLATION_CHANGED triggered before start() and _ready() HOT 2
- Cannont call 'has_method' on null value. HOT 3
- Using inline [do func()] makes the function run twice if you skip_typing() midway
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