Translations by Hanming Wu

Hanming Wu has submitted the following strings to this translation. Contributions are visually coded: currently used translations, unreviewed suggestions, rejected suggestions.

150 of 102 results
1.
Quickstart
2013-11-28
新手指南
2.
Welcome to the Ren'Py quickstart manual. The purpose of this manual is to demonstrate how you can make a Ren'Py game from scratch, in a few easy steps. We'll do this by showing how to make a simple game, *The Question*, from scratch. This manual contains a number of examples, which are included as part of the demo game.
2013-11-28
感谢您使用Ren'Py入门手册!本手册将要向您展示如何从零开始,通过几个简单的步骤来构建一个游戏。为此我们将要制作一个简单的游戏《The Question》。这个手册包含了很多例子,这些例子构成了这个游戏Demo。
3.
The Ren'Py Launcher
2013-11-28
Ren'Py 启动器
4.
Before you begin making a game, you should first take some time to learn how the Ren'Py launcher works. The launcher lets you create, manage, edit, and run Ren'Py projects.
2013-11-28
在开始制作游戏之前,您应当花一点时间来了解Ren'Py 启动器是如何工作的,通过Ren'Py 启动器您可以创建、管理、编辑、运行Ren'Py 项目。
5.
**Getting Started.** To get started you'll want to `download Ren'Py <http://www.renpy.org/wiki/renpy/Download_Ren'Py>`_.
2013-11-29
**那么我们开始吧**首先,您需要 `下载 Ren'Py<http://www.renpy.org/wiki/renpy/Download_Ren'Py>`_.
2013-11-28
那么我们开始吧!首先,您需要 `下载 Ren'Py<http://www.renpy.org/wiki/renpy/Download_Ren'Py>`_.
6.
Once you've downloaded Ren'Py, you'll want to extract it. This can generally be done by right-clicking on the package file, and picking "Extract" if that's an option, or "Open" if it's not. Follow the prompts, and you'll have a working copy of Ren'Py.
2013-11-28
当您完成下载后,您需要把下载的压缩包解压。您可以右键单击压缩包文件,选择“解压到...”并指定解压的路径,或“解压到当前目录”。完成解压之后得到的文件夹就是Ren'Py的工作目录了。
7.
Please be sure you've extracted Ren'Py to its own directory or folder on disk. If you try to run it from inside a ZIP file, it won't work properly.
2013-11-28
请确保您已经将Ren'Py解压缩到当前的目录或磁盘上的其他目录下,如果您尝试直接在压缩包内运行,Ren'Py将不能正常工作。
8.
Once you've extracted Ren'Py, you'll need to run it.
2013-11-28
当您解压完成之后,就可以运行Ren'Py了。
9.
On Windows, run the ``renpy`` or ``renpy.exe`` program.
2013-11-28
在Microsoft Windows操作系统环境下,运行“renpy”或"renpy.exe"程序
10.
On Mac OS X, run the ``renpy`` application.
2013-11-28
在Mac OS X操作系统环境下,运行“renpy”程序
11.
On Linux, run the ``renpy.sh`` script.
2013-11-28
在Linux操作系统环境下,运行“renpy.sh“脚本程序。
12.
After running this, the Ren'Py launcher should run.
2013-11-28
运行该程序之后,Ren'Py就应该已经启动了。
13.
**Choosing and Launching a Project.** You should first see what the completed *The Question* game looks like. To do this, start the Ren'Py launcher, and choose "The Question" from the first screen. Choose "Launch Project" to start *The Question*.
2013-11-28
**选择并启动一个项目。**您可以先看一下一个完成后的游戏是什么样子,比如Ren'Py附带的”The Question“。 运行Ren'Py启动器后在第一个界面选择”The Question“,然后单击”Launch Project“来启动*The Question*。
14.
You can get back to the Ren'Py demo by doing the same thing, but choosing "Tutorial" instead of "The Question".
2013-11-28
您可以用同样的方式来运行Ren'Py的demo,但不要选择"The Question", 而应该选择"Tutorial"。
16.
A Simple Game
2013-11-28
一个简单的游戏
17.
This is perhaps one of the simplest Ren'Py games. It doesn't include any pictures or anything like that, but it does show a conversation between the two characters.
2013-11-28
这可能是最简单的Ren'Py游戏了。它不包含任何图像或类似的资源,仅仅展示了两个人物之间的对话。
19.
You're now ready to run this example. Go back to the launcher, and choose "Launch Project". Ren'Py will start up. Notice how, without any extra work, Ren'Py has given you menus that let you load and save the game, and change various preferences. When ready, click "Launch Project", and play through this example game.
2013-11-29
现在您可以运行这个例子了。回到启动器并选择“Launch Project”来启动Ren'Py。您将看到Ren'Py提供了一些菜单供您载入或保存游戏、修改游戏设置,这些功能都不需要您做额外的工作,Ren'Py已经替您实现了。准备好后请点击“Launch Project”,从头到尾玩一下这个示例游戏。
20.
This example shows some of the commonly-used Ren'Py statements.
2013-11-29
这个例子展示了一些常用的Ren'Py语句。
21.
The first line is a label statement. The label statement is used to give a name to a place in the program. In this case, we create a label named ``start``. The start label is special, as it's where Ren'Py scripts begin running when the user clicks "Start Game" on the main menu.
2013-11-29
第一行是label语句,label语句的作用是在代码中标记一个位置。在这个例子中我们创建了一个名为 ``start``的标签(label)。 ``start``这个标签的特别之处在于当玩家在主菜单点击“Start Game”时,Ren'Py将会从这个标签的位置开始运行脚本。
2013-11-29
第一行是label语句,label语句的作用是在代码中标记一个位置。在这个例子中我们创建了一个名为 ``start``的label。 ``start``这个label的特别之处在于当玩家在主菜单点击“Start Game”时,Ren'Py将会从这个label的位置开始运行脚本。
22.
The other lines are say statements. There are two forms of the say statement. The first is a string (beginning with a double-quote, containing characters, and ending with a double-quote) on a line by itself, which is used for narration, and the thoughts of the main character. The second form consists of two strings. It's used for dialogue, with the first string being a character name and the second being what that character is saying.
2013-11-29
其他几行都是say语句。Ren'Py中有两种say语句。第一种是以一个单独的字符串(以双引号开始,中间包含字符,并以双引号结尾)为一行,一般用于记叙,或描述主人公的想法。另外一种形式包含两个字符串,一般用于对话,第一个字符串是该角色的名字,第二个字符串是相应的台词。
23.
Note that all the say statements are indented by four spaces. This is because they are a block underneath the label statement. In Ren'Py, blocks must be indented relative to the prior statement, and all of the statements in a block must be indented by the same amount.
2013-11-29
请注意所有的say语句之前都有四个空格的缩进。因为他们所处的代码块是从属于某一个label语句的。在Ren'Py中,代码块必须在其上一级语句的基础上进行缩进,该代码块中所有的语句的缩进量应该是相同的。
24.
When strings contain double-quote characters, those characters need to be preceded by a backslash. This is done in the last line of our example.
2013-11-29
当字符串中包含双引号时,需要在双引号的前面加上反斜线,正如这个示例中最后一行那样。
25.
While this simple game isn't much to look at, it's an example of how easy it is to get something working in Ren'Py. We'll add the pictures in a little bit, but first, let's see how to declare characters.
2013-11-29
这个简单的游戏没什么看头,他只不过是一个例子,展示了在Ren'Py中让这些东西运转起来是多么容易。我们将会向其中加入一些图片,但先让我们来看看怎样声明一个角色。
26.
Init
2013-11-29
初始化(Init)
27.
The init statement is used to execute blocks of Ren'Py statements before the script executes. Init blocks are used to define images and characters, to set up unchanging game data structures, and to customize Ren'Py. Code inside init blocks should not interact with the user or change any of the layers, and so should not contain say, menu, scene, show, or hide statements, as well as calls to any function that can do these things.
2013-11-29
Init语句用于在脚本运行之前执行一些Ren'Py的语句。通常在初始化部分(Init blocks)可以定义图像(Image)和角色(Character)、设置一些不会改变的游戏数据结构、或者定制Ren'Py。不要在这部分代码中实现与用户交互或修改层(layer)的操作,也不要包含say、menu、scene、show 或 hide等语句,当然也不要调用任何包含这些语句或功能的函数。
28.
An init statement is introduced with the keyword init, followed by an optional priority number, and a mandatory colon. If the priority is not given, it defaults to 0. Priority numbers should be in the range -999 to 999. Numbers outside of this range are reserved for Ren'Py code.
2013-11-29
您可以通过关键字“init”来调用Init语句,后面还可以选择性地加上表示优先级的数字,最后以冒号结尾(不可省略)。没有设定优先级的话优先级默认为0。优先级的取值范围是-999~999。在此范围之外的优先级是预留给Ren'Py自身的代码的。
29.
The priority number is used to determine when the code inside the init block executes. Init blocks are executed in priority order from low to high. Within a file, init blocks with the same priority are run in order from the top of the file to the bottom. The order of evaluation of priority blocks with the same priority between files is undefined.
2013-11-29
优先级会决定合适运行后面的代码。不同的初始化模块将会根据其优先级的数字按照从低到高的顺序执行。在同一个文件中,具有相同优先级的代码块将会按照文件内的位置从头到尾依次运行。无法确定位于不同文件中的具有相同优先级数字的代码块如何确定优先级。
30.
The init blocks are all run once, during a special init phase. When control reaches the end of an init block during normal execution, execution of that block ends. If an init statement is encountered during normal execution, the init block is not run. Instead, control passes to the next statement.
2013-11-29
整个初始化模块只在初始化阶段运行一次。在正常情况下该代码块的运行将会在运行到最后一行时结束。如果init语句出现在普通的运行当中,那么他下面的代码块将不会运行,跳过到下一个语句继续执行。
31.
Characters
2013-11-29
角色(Characters)
32.
One problem with the first example is that it requires you to repeatedly type the name of a character each time they speak. In a dialogue-heavy game, this might be a lot of typing. Also, both character names are displayed in the same way, in fairly boring white text. To fix this, Ren'Py lets you define characters in advance. This lets you associate a short name with a character, and to change the color of the character's name.
2013-11-29
第一个例子中的一个不足之处是当一个角色说话时需要反复输入他的名字。在一个以对话为主的游戏中,这可能意味着大量的输入工作。而且两个角色的名字都是以白色文本显示,这看上去有些单调。Ren'Py允许您进一步定义角色,来改善这些不足。您可以用一个简称来表示一个角色,并且改变他的名字的颜色。
33.
The first and and second lines define characters. The first line defines a character with the short name of "s", the long name "Sylvie", with a name that is shown in a greenish color. (The colors are red-green-blue hex triples, as used in web pages.)
2013-11-29
前两行定义了两个角色。第一行定义的角色名叫“Sylvie”,她有一个简称“s”,她的名字显示出来是绿色的。(颜色通过三个十六进制数字定义,分别表示红绿蓝,这种方式常用于网页中的颜色)
34.
The second line creates a character with a short name "m", a long name "Me", with the name shown in a reddish color. Other characters can be defined by copying one of the character lines, and changing the short name, long name, and color.
2013-11-29
第一行定义的角色名叫“Me”,她有一个简称“m”,他的名字显示出来是红色的。定义其他角色可以重复这几行代码,并修改简称,全名以及颜色。
35.
We've also changed the say statements to use character objects instead of a character name string. This tells Ren'Py to use the characters we defined in the init block.
2013-11-29
我们还要修改之前的say语句,用刚刚定义的角色对象来代替角色的名字,告诉Ren'Py使用我们在初始化模块中定义的角色。
36.
Images
2013-11-29
图像(Images)
37.
A visual novel isn't much of a visual novel without pictures. Let's add some pictures to our game.
2013-11-29
视觉小说不能离开图片,让我们在游戏中添加一些图片吧。
38.
The first new thing we needed to do was to declare the images, using image statements on lines 2, 3, 5, and 6, inside the init block. These image statements give an image name, and the filename the image is found in.
2013-11-29
我们首先要声明这些图片,初始化模块的第2、3、5、6行使用了image语句。image语句给一个图像命名,并指向图像所在的路径。
39.
For example, line 5 declares an image named "sylvie smile", found in the filename "sylvie_smile.png", with the tag "sylvie".
2013-11-29
比如第5行声明了一幅名为“sylvie smile”的图像,该图像的文件名为“sylvie_smile.png”,还有一个标签“sylvie”。
40.
We have a scene statement on line 12. This statement clears out the screen, and shows the "bg meadow" image. The next line is a show statement, which shows the "sylvie smile" image on the screen.
2013-11-29
我们在第12行使用了scene语句,这条语句清除屏幕上所有的内容,然后显示“bg meadow”这幅图片。下一行是show语句,将名为"sylvie smile"的图像显示在屏幕上。
41.
The first part of an image name is the image tag. If an image is being shown, and another image with the same tag is on the screen, then the image that's on the screen is replaced with the one being shown. This happens on line 19, the second show statement. Before line 19 is run, the image "sylvie smile" is on the screen. When line 19 is run, that image is replaces with "sylvie surprised", since they share the "sylvie" tag.
2013-11-29
图像名称的第一部分是图像的标签(tag)。当用show语句显示一幅图片时,如果在屏幕上已经显示了具有相同标签的不同图片,那么新的这幅图片将会替换掉原有的那一幅图片,就像第19行第二次使用show语句时发生的那样。在运行第19行之前,屏幕上已经显示了“sylvie smile”这幅图片,当运行第19行的时候,这幅图片被“sylvie surprised”替换,因为他们有共同的“sylvie”标签。
42.
For Ren'Py to find the image files, they need to be placed in the game directory of the current project. The game directory can be found at "`Project-Name`/game/", or by clicking the "Game Directory" button in the launcher. You'll probably want to copy the image files from the "the_question/game/" directory into the "my_question/game/" directory, so you can run this example.
2013-11-29
为了让Ren'Py能够找到图像文件,需要把图像文件放在当前项目的game文件夹下。您可以在“`Project-Name`/game/”下面找到game文件夹,或者在启动器里面点击“Game Directory”按钮。您可能需要把图片从“the_question/game/”拷贝到“my_question/game/”路径下面,然后才能正确运行这个示例。
43.
Ren'Py does not make any distinction between character and background art, as they're both treated as images. In general, character art needs to be transparent, which means it should be a PNG file. Background art can be JPEG or PNG files. By convention, background images start with the "bg" tag.
2013-11-29
Ren'Py并不能区分角色和背景,对Ren'Py来讲他们都被视为图像。一般来说角色的图像应该是透明的,也就是说应该保存为PNG格式的图像文件。背景图像可以是JPEG或者是PNG文件。为了便于使用,背景图片的名称都以"bg"标签开头。
44.
**Hide Statement.** Ren'Py also supports a hide statement, which hides the given image.
2013-11-29
**Hide语句。**Ren'Py还支持hide语句,用来隐藏指定的图像。
45.
It's actually pretty rare that you'll need to use hide. Show can be used when a character is changing emotions, while scene is used when everyone leaves. You only need to use hide when a character leaves and the scene stays the same.
2013-11-29
实际上您很少需要用到hide语句。当需要改变角色表情是可以使用show语句,当所有人都离开时可以使用scene语句,只有在角色离开但是还要保留场景(scene)不变的时候才需要使用hide语句。
46.
Transitions
2013-11-29
图像过渡(Transitions)
47.
Simply having pictures pop in and out is boring, so Ren'Py implements transitions that can make changes to the screen more interesting. Transitions change the screen from what it looked like at the end of the last interaction (dialogue, menu, or transition), to what it looks like after any scene, show, and hide statements.
2013-11-29
如果只是简单地弹出图片然后消失未免过于单调,所以Ren'Py提供了transitions来让图像在屏幕上的变换更加有趣。图像过渡把屏幕上显示的内容从上一个交互动作(对话、菜单、或过渡)结束时的状态,慢慢转换到下一条scene、show、hide语句运行后的结果。
48.
The with statement takes the name of a transition to use. The most common one is ``dissolve`` which dissolves from one screen to the next. Another useful transition is ``fade`` which fades the screen to black, and then fades in the new screen.
2013-11-29
通过with语句在指定使用哪一种过渡效果。最常用的一种是``dissolve``,上一个界面渐渐融化并显示出下一个界面。另外一个比较有用的过渡效果是``fade``,从前一个界面逐渐变黑,再从黑屏逐渐显示下一个界面。
49.
When a transition is placed after multiple scene, show, or hide statements, it applies to them all at once. If you were to write::
2013-11-29
当一个过渡效果被至于多个scene、show或hide语句之后时,它将同时作用于所有这些语句,并且只执行一次。如果您这么写::
50.
Both the "bg meadow" and "sylvie smiles" would be dissolved in at the same time. To dissolve them in one at a time, you need to write two with statements::
2013-11-29
“bg meadow”和“sylvie smiles”将会同时融化。如果您想实现先融化一个然后再融化一个的效果,那么您需要使用两个with语句::