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1.
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Your names
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Context: |
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NAME OF TRANSLATORS
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To prevent privacy issues, this translation is not
available to anonymous users,
if you want to see it, please, log in
first.
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Translated by
Johannes Obermayr
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Located in
rc.cpp:1
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2.
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Your emails
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Context: |
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EMAIL OF TRANSLATORS
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To prevent privacy issues, this translation is not
available to anonymous users,
if you want to see it, please, log in
first.
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Translated by
Johannes Obermayr
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Located in
rc.cpp:2
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3.
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&Editor
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i18n: file: src/kgoldrunnerui.rc:19
i18n: ectx: Menu (editor)
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&Editor
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Translated by
Johannes Obermayr
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Located in
rc.cpp:5
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4.
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&Themes
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i18n: file: src/kgoldrunnerui.rc:30
i18n: ectx: Menu (themes)
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&Designs
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Translated by
Johannes Obermayr
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Located in
rc.cpp:8
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5.
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Edit Toolbar
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i18n: file: src/kgoldrunnerui.rc:53
i18n: ectx: ToolBar (editToolbar)
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Werkzeugleiste bearbeiten
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Translated by
Johannes Obermayr
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Located in
rc.cpp:11
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6.
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Count
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Zähler
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Translated by
Johannes Obermayr
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Located in
gamedata/game_cnt.txt:2
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7.
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This game is based on counting, from 0 to 16 (or 0 to 10 in hexadecimal). The first level has no gold and no enemies: the problem is to find a way out and up to the next level. After that, the number of enemies and pieces of gold increases by 1 at each level. The name of each level corresponds to the number of enemies, the pieces of gold and the digits that appear in the layout.
These elegant and rather tricky Championship levels were composed by Steve Mann <smann at cgl uwaterloo ca>.
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represents a line break.
Start a new line in the equivalent position in the translation.
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Dieses Spiel basiert auf einer steigenden Anzahl an Gegnern und Gold (0 bis 16). In der ersten Ebene existieren weder Gold noch Gegner – vielmehr muss hier lediglich der Ausgang zur nächsten Ebene gefunden werden. Ab der zweiten Ebene erhöht sich die Anzahl der Gegner und des Goldes jeweils um eine Einheit je Ebene. Die Ebene entspricht der Anzahl der Gegner, des Goldes und der im Design erscheinenden Zahl.
Diese eleganten und schwierigen Meisterschaften wurden von Steve Mann (E-Mail: smann@cgl.uwaterloo.ca) erstellt.
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Translated by
Johannes Obermayr
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Located in
gamedata/game_cnt.txt:3
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8.
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Zero
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Null
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Translated by
Johannes Obermayr
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Located in
gamedata/game_cnt.txt:8
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9.
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The only challenge is getting inside the 0, which is the only path to the exit.
Getting inside the 0 requires climbing to the top of the zigzag ladder, digging away five bricks on the left edge of the 0, racing back to the top of the zigzag ladder, over the pole, falling through your recently dug bricks and immediately moving right to get into the 0. The timing is fairly tight.
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represents a line break.
Start a new line in the equivalent position in the translation.
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Die einzige Herausforderung ist, in die 0 zu kommen (der einzige Weg zum Ausgang).
Anleitung:
1. Die Zickzack-Leiter (links) komplett hochklettern,
2. zwischen der Leiter und der 0 fallen lassen und dabei fünf Steine entfernen,
3. die Zickzack-Leiter wieder komplett hochklettern,
4. wieder fallen lassen und durch das Loch gehen.
Die Zeit für 2.-4. ist recht knapp bemessen ...
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Translated by
Johannes Obermayr
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Located in
gamedata/game_cnt.txt:9
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10.
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One
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Eins
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Translated by
Johannes Obermayr
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Located in
gamedata/game_cnt.txt:14
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