Search found 230 matches
- Mon Jan 16, 2012 9:16 am
- Forum: General Chat
- Topic: Mexican Apeman translation discussion
- Replies: 42
- Views: 84380
Re: translation
There's hardly any character, is there? Just a reference to the "Tacobelian" sector. When stripped of that reference, he's just an apeman recruited through an exchange programme. And I still think we should change that reference when translating the game, because the joke falls completely ...
- Mon Jan 16, 2012 8:53 am
- Forum: General Chat
- Topic: Mexican Apeman translation discussion
- Replies: 42
- Views: 84380
Re: translation
I would, in the Spanish translation. But as far as I can tell, it'd only involve changing Tacobelian to something else (Bismarckian?) and translate the Spanish into German. I did get another idea, though. What if each translation features a new nationality for the ape guard, but with the same patte...
- Mon Jan 16, 2012 8:31 am
- Forum: General Chat
- Topic: Mexican Apeman translation discussion
- Replies: 42
- Views: 84380
Re: translation
I would, in the Spanish translation. But as far as I can tell, it'd only involve changing Tacobelian to something else (Bismarckian?) and translate the Spanish into German. I did get another idea, though. What if each translation features a new nationality for the ape guard, but with the same patter...
- Mon Jan 16, 2012 8:20 am
- Forum: General Chat
- Topic: Mexican Apeman translation discussion
- Replies: 42
- Views: 84380
Re: translation
Now that I get what you guys have been talking about all along, I'm leaning towards the "Prussian soldier"-idea as well. Suits the moustache! I'd gladly do a Danish translation, though. Ironically, that may actually be more suited for a German translation with those two countries sharing b...
- Mon Jan 16, 2012 4:15 am
- Forum: General Chat
- Topic: Mexican Apeman translation discussion
- Replies: 42
- Views: 84380
Re: translation
Heh. I can always make him Danish - that's gonna throw people off
- Mon Jan 16, 2012 3:34 am
- Forum: Bugs
- Topic: Bug concerning Furkunz cave
- Replies: 1
- Views: 15524
Re: Bug concerning Furkunz cave
Thankyou very much - glad to hear you enjoyed it :) As for the bug: wow. That sounds really odd. What version of the game are you running, according to the version.txt-file in your game directory? If you're running anything below 1.0.3.0, this may have been fixed in the latest version, but I can't v...
- Mon Jan 16, 2012 1:53 am
- Forum: General Chat
- Topic: Mexican Apeman translation discussion
- Replies: 42
- Views: 84380
Re: translation
Oh, good - guess I jumped to conclusions there
If we don't get a native speaker cast, it could be anyone doing a passable gruff Spanish voice, really. You know, it's a talking ape. Maybe he's a little... backward, linguistically
If we don't get a native speaker cast, it could be anyone doing a passable gruff Spanish voice, really. You know, it's a talking ape. Maybe he's a little... backward, linguistically
- Mon Jan 16, 2012 1:35 am
- Forum: General Chat
- Topic: Mexican Apeman translation discussion
- Replies: 42
- Views: 84380
Re: translation
No re-writes. He works well enough now.
- Fri Jan 13, 2012 2:48 am
- Forum: Spoiler Zone
- Topic: Which Ending?
- Replies: 11
- Views: 27312
Re: Which Ending?
Heh, I also really want to see what happens to Rodney's offspring.
Aww, man... you could totally have done a "Lion King"-scene on the test planet, with Rodney and his son. "Check dis out, boooy. One o' dem days... dis all gwoina be youuurs..."
Aww, man... you could totally have done a "Lion King"-scene on the test planet, with Rodney and his son. "Check dis out, boooy. One o' dem days... dis all gwoina be youuurs..."
- Fri Jan 13, 2012 2:30 am
- Forum: Spoiler Zone
- Topic: Which Ending?
- Replies: 11
- Views: 27312
Re: Which Ending?
Despite my reservations with calling anything fanmade "canonical", I prefer the Paragon-ending. I think Vohaul's mind is an integral part of the game, and a lot of loose ends are tied up in the subsequent ending. And a light ending seems more suitable for Space Quest if you ask me. I guess...
- Wed Jan 11, 2012 4:56 pm
- Forum: Old bugs
- Topic: VirtualReality Bug
- Replies: 6
- Views: 23444
Re: VirtualReality Bug
Ah, got it. Well, the changes suggested above would fix that issue, I guess. So I suppose this is going to be fixed in an upcoming version
- Wed Jan 11, 2012 3:24 am
- Forum: Old bugs
- Topic: Command Codes Mix-up
- Replies: 3
- Views: 18971
Re: Command Codes Mix-up
Sshhh! You're ruining my authority here
- Wed Jan 11, 2012 3:22 am
- Forum: Old bugs
- Topic: Waterfall Ambiguity
- Replies: 5
- Views: 33532
Re: Waterfall Ambiguity
I find this is a bit like Kerona in Space Quest I or Phleebhut in Space Quest III . Any dangerous location in the original games, basically. The first time you're playing these games, there's no way of knowing where you can walk and where you can't. Suddenly, you'll find yourself being eaten by some...
- Wed Jan 11, 2012 2:06 am
- Forum: Old bugs
- Topic: Command Codes Mix-up
- Replies: 3
- Views: 18971
Re: Command Codes Mix-up
Thanks - we'll be looking into stuff like this mix-up for the talkie! Same goes for this one
- Wed Jan 11, 2012 2:04 am
- Forum: Old bugs
- Topic: VirtualReality Bug
- Replies: 6
- Views: 23444
Re: VirtualReality Bug
I must admit, I don't think this is a bug either because...
PRIME_BBCODE_SPOILER_SHOW PRIME_BBCODE_SPOILER:
How exactly would you know for certain you're looking for something within FaceBurn before seeing the photos in the program? Some players would probably just dump the photo onto the icon and miss the idea of the puzzle.