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报告翻译问题








1) Was a bit too dark imo. I like dark and don't want it light, but when i was caught it was hard to see the enemies coming etc
2) The boss fight should either have a checkpoint b4 it, or make the room bigger and place him farther from the player...on my first time i was caught by surprise (you have to react almost instantly after ending dialog)...another option would be to allow stealth killing him, but i dunno if it's easy to work out a conditional dialog.
3) The stationary guard inside the quarters is in the way of the patrol pattern, so sometimes the guards get stuck.
Lvl3: All is fine except for some reason the mission doesn't start after it loads...the screen stays black until you press any button.
Lvl4: Same black screen problem as lvl3, and Wolf is floating: http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1199198085
Othere than these, nice work.
I fixed the floating NPCs, but it's not updated on the workshop yet.
I really need to move that guard out of the way.
Also I am working on checkpoints!
I love the design of your levels, and the dialogue is very fluid... And I think the names are great, however I found it strange being able to tell who strangers are, even if the main character has no clue...
I don't know, I just like making up names.
I assume the first sentence in the campaign is meant to be two separate sentences. "You are returning from a long trip for a contract. Meet the cat." if you really want it to be one thought you can have a semi colon there (for a contract; meet the cat.) but that would be still incorrect though much better. Personally I think you need to separate the thoughts, since the first sentence is describing you and the second is an objective. Consider maybe something like "You are returning from a long trip for a contract. (line breakx2) Objective: Meet the cat." or "You are returning from a long trip for a contract. You arranged a meeting with a cat named (?), he should be somewhere in (?).
Haven't played the level yet but you can fill in those details. one way or another your initial statement is either wrong or so ambiguous to me that I don't see what you actually mean.
Yeah you already have a few problems with comma splicing, like with the gambling guy sitting down. he says something like "there was a problem with Rags, apparently he did such and such" these are two sentences. If you can read both parts and they both work as an individual sentence, a semicolon or period works here, NOT a comma.
Sorry that this is what I'm focused on, but I'm a writer and I'm well aware that the most important thing for your writing to be taken seriously is for it to not be riddled with grammar errors.
https://pastebin.com/ZgdJTDrW
There you go, I found pretty much every error in the first area. godspeed.
EDIT: I noticed a few grammar errors in my pastebin. I wrote it pretty fast so let's just accept the irony and move on; the errors I noticed in your dialogue are still valid.
Best way I've seen this done is to have their name be ??? until they tell you who they are and then their nametag changes.
1) The missions all start with a black screen...you have to click or press any button to actually start. Dunno if this is on purpose, but i feel would be better if the mission simply started without this...
2) I really liked the checkpoints you put, since i do die a lot. But it's wierd to me to teleport after killing everyone...For example in the first mission, after you kill everyone you simply teleport to the top floor to face the Dog boss.
Personally i don't like this, so my sugestion would be for the checkpoint not to "move" the player...imo this is more fluid and doesn't break immersion
3) This last one can be ignored, but its just something that i'd like. I feel maybe the Slayer could have more health...it's just a feeling i have since he is all buff and strong, i feel he should take a bit more dmg than regular enemies b4 dying.
Keep up the good work, really liking the levels and story so far!
It seems I probably need to include the loading screens in the mod's xml file. I wasn't sure if this was working so thanks for telling me.
Actually, it must be a problem on your end, because I got feedback about one of the loading screens, I'm not sure what the problem is, and if I can actually fix it, because it might just be unique to you. I'll keep an eye out.
This is actually really valid criticism. I will have to work on it, I already improved the second level in this respect as soon as I read your comment, now on the second level you have to walk up to the dog's room. I will do stuff like this for other levels too, and it should be updated in time.
About #2, glad you liked my suggestion. Tho i did mean about checkpoint teleportation in general...another example is still in the second level, after you kill the inner guards you are teleported to the side of stairs.
This is almost Nitpicking tho, it doesn't ruin the campaign by any means...
Before I made the 2nd level, I didn't know how checkpoints worked, so the level design is somewhat poor for how checkpoints DO work. I have thought about redesigning the level but it doesn't seem too big of a problem and if I do it will be when the rest of the mod is finished.
I don't really know about your loading screen thing, I don't think there is really anything I can do about it.
if so disregard this
just sayin i cant seem to dode after bloking a sword or well dodge at all