v0.3.4: more welcome scene stuff

This commit is contained in:
Evan Debenham
2016-02-07 04:16:38 -05:00
committed by Evan Debenham
parent b9692282a5
commit 46bcbd3961
2 changed files with 2 additions and 3 deletions
@@ -53,7 +53,7 @@ scenes.titlescene.badges=Badges
scenes.titlescene.about=About
scenes.welcomescene.welcome_msg=Shattered Pixel Dungeon is a roguelike RPG, with randomly generated enemies, levels, items, and traps!\n\nEach run is a new challenging experience, but be careful, death is permanent!\n\nHappy Dungeoneering!
scenes.welcomescene.update_msg=Look at that, a brand new update page, pretty!\n\nAt this stage there are a few refinements left to be made to the language selection ui and then all the code support for translation will be done.\n\nWe are very close to first release! My goal is to have 0.3.4 released by the end of the week!\n\nWe can make further translation improvements/fixes through patches.
scenes.welcomescene.update_msg=Shattered Pixel Dungeon has been updated!\n\nThis update features support for multiple languages! Translations have been made possible by the community!\n\nThere are also some balance changes, mainly aimed at easing up on the difficulty of the sewers a little bit.
scenes.welcomescene.what_msg=It seems that your current saves are from a future version of Shattered Pixel Dungeon!\n\nTread with caution! Your saves may contain things which don't exist in this version, this could cause some very weird errors to occur.
scenes.welcomescene.continue=Continue
scenes.welcomescene.changelist=Changelist
@@ -36,7 +36,7 @@ public class WelcomeScene extends PixelScene {
int h = Camera.main.height;
Image title = BannerSprites.get( BannerSprites.Type.PIXEL_DUNGEON );
title.brightness(0.5f);
title.brightness(0.6f);
add( title );
float height = title.height +
@@ -107,7 +107,6 @@ public class WelcomeScene extends PixelScene {
}
float textSpace = h - title.y - (title.height() - 10) - okay.height() - 2;
text.setPos(10, title.y+(title.height() - 10) + ((textSpace - text.height()) / 2));
text.hardlight(0xAAAAAA);
add(text);
}