UnderminersTeam / UndertaleModTool

The most complete tool for modding, decompiling and unpacking Undertale (and other GameMaker games!)
GNU General Public License v3.0
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Gridline, Character Counter #1117

Open UtkuGARIP opened 2 years ago

UtkuGARIP commented 2 years ago

Which component should be improved?

UI/UX

Describe your feature suggestion in more detail

Can a feature be added to the UndertaleModTool v0.4.0.4 program for language translators to count how many characters the written sentence consists of?

As you know, especially in Arcade style games, after a certain number of characters, a bottom line code (\n) is used. The problem is that counting each character as manul becomes extra difficult.

Guidance lines with maybe 50% transparency can be added. Once you reach this line, you must move to the next line. to remind.

I hope I was able to explain.

image

A game with a 32 word limit.

A transparent line that we can move back and forth, like in this example, will suffice. I certainly did not count the characters over and over the picture.

------------- Edit Message ------------

For example, it can show how many characters the selected text has. An alert box that appears automatically when a text is selected and disappears after a specified second.

Miepee commented 2 years ago

I feel like a script would be better for this usecase than a line, as the line does not take variable name length into account.

UtkuGARIP commented 2 years ago

I feel like a script would be better for this usecase than a line, as the line does not take variable name length into account.

Thank you for your time. Please don't get me wrong. For translators, "jobs" need to be simplified. In addition, for those who can make a program with a wide range of functions, this request should be child's play.

Miepee commented 2 years ago

And a script achieves that. Clicking on two buttons and having a more accurate result on what my exact word/line count is, is much more important (at least to me as someone who also translates stuff from time to time), than having some very vague line that may or may not be accurately reflecting the limit. Assuming that I need to work with a 32 line limit and thus put the line there. By just looking at the line, I now need to also subtract ~11 characters from it, as at the beginning before the string even starts there is myText[x] = ". I could adjust the line to be further to the left, but then it's a constant putting back and forth because the length before the text may be changing, or for other games which could have completely different names for the text variables.

In addition, for those who can make a program with a wide range of functions, this request should be child's play.

This is not an argument in favour of implementing this feature. It's also child's play to automatically exit the program if the user has not made a backup within the last 30min, that does not make the feature useful. It is instead more useful to implement an auto-backup feature, that automatically takes updates. And same with this, implementing just a visual line has, as I tried to demonstrate above, doesn't have a whole lot of use. If this line would cause a linebreak for coders where written code gets automatically wrapped (or chopped) if it surpasses that limit, than it could have some use, but for translators I don't see it as much use.

UtkuGARIP commented 2 years ago

It's just a line to remind the translator, "You can type up to this line. When you reach the line, you have to jump to the next line with "/n"." tell. There is no need to rediscover America, like the brace used to remember where it left off in the book being read. :)

By the way, the autosave feature would be really useful, but I think the program maker didn't make the "auto save" feature because it means extra fis reads and writes and SSDs are short-lived or sensitive to multiple read-writes.