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Tweaked some copy in prep for the new translations to be sent out.
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5 changed files with 84 additions and 104 deletions
app
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@ -192,23 +192,6 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
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lg_title: "Latest Games"
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editor:
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ep_intro_title: " Inrtoducing the CodeCombat Level Editor"
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ep_intro_desc_top_pref: "Since we launched the prototype in June, 2013, we've been hard at work making systems for producing much, much more content. The centerpiece of these efforts is the new "
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ep_intro_desc_top_strong_editor: "Level Editor"
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ep_intro_desc_top_suf: ", which makes building levels and their many constituent parts a snap."
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ep_img_desc_articles: "Write Articles"
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ep_img_desc_maps: "Construct Maps"
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ep_img_desc_scripts: "Build Scripts"
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ep_img_desc_units: "Configure Units"
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ep_intro_desc_bottom: "Eventually, you'll be able to build all manners of challenges, with custom sounds, music, artwork, units, maps, scripts, documentation, and yes, even code. It's got a long way to go, but it's just starting to get usable and we're itching to use it. Expect (and demand!) new levels at regular intervals as we continue to grow."
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ep_watch_title: "Watch it In Action"
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ep_use_title: "When Can I Use It?"
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ep_use_desc_pref: "Now! We've opened it for general use, possibly against our better judgment. It's still very broken, but we're seeking people to try it out and help us make it better, so we're throwing it out there. Learn more about the role of "
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ep_use_artisan_url: "Artisans"
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ep_use_desc_suf: " in the "
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ep_use_contribute_url: "contribute page"
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ep_url_edit_levels: "Edit Levels"
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ep_url_edit_articles: "Edit Articles"
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level_title: "Level Editor"
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level_btn_save: "Save"
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level_btn_fork: "Fork"
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@ -328,6 +311,7 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
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art_artwork: "Artwork"
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art_sprites: "Sprites"
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art_other: "Any and all other non-code creative works that are made available when creating Levels."
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art_access: "Currently there is no universal, easy system for fetching these assets. In general, fetch them from the URLs as used by the site, contact us for assistance, or help us in extending the site to make these assets more easily accessible."
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art_paragraph_1: "For attribution, please name and link to codecombat.com near where the source is used or where appropriate for the medium. For example:"
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use_list_1: "If used in a movie or another game, include codecombat.com in the credits."
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use_list_2: "If used on a website, include a link near the usage, for example underneath an image, or in a general attributions page where you might also mention other Creative Commons works and open source software being used on the site. Something that's already clearly referencing CodeCombat, such as a blog post mentioning CodeCombat, does not need some separate attribution."
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@ -339,8 +323,10 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
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rights_description: "Description"
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rights_writings: "Writings"
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rights_media: "Media (sounds, music) and any other creative content made specifically for that Level and not made generally available when creating Levels."
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rights_clarification: "To clarify, anything that is made available in the Level Editor for the purpose of making levels is under CC, whereas the content created with the Level Editor or uploaded in the course of creation of Levels is not."
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nutshell_title: "In a Nutshell"
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nutshell_description: "Any resources we provide in the Level Editor are free to use as you like for creating Levels. But we reserve the right to restrict distribution of the Levels themselves (that are created on codecombat.com) so that they may be charged for in the future, if that's what ends up happening."
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canonical: "The English version of this document is the definitive, canonical version. If there are any discrepencies between translations, the English document takes precedence."
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contribute:
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page_title: "Contributing"
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@ -357,7 +343,7 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
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archmage_introduction: "One of the best parts about building games is they synthesize so many different things. Graphics, sound, real-time networking, social networking, and of course many of the more common aspects of programming, from low-level database management, and server administration to user facing design and interface building. There's a lot to do, and if you're an experienced programmer with a hankering to really dive into the nitty-gritty of CodeCombat, this class might be for you. We would love to have your help building the best programming game ever."
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class_attributes: "Class Attributes"
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archmage_attribute_1_pref: "Knowledge in "
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archmage_attribute_1_suf: ", or a desire to learn. Most of our code is in this language. If you're a fan of Ruby or Python, you'll feel right at home. It's just JavaScript, but with a nicer syntax."
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archmage_attribute_1_suf: ", or a desire to learn. Most of our code is in this language. If you're a fan of Ruby or Python, you'll feel right at home. It's JavaScript, but with a nicer syntax."
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archmage_attribute_2: "Some experience in programming and personal initiative. We'll help you get oriented, but we can't spend much time training you."
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how_to_join: "How To Join"
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join_desc_1: "Anyone can help out! Just check out our "
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@ -373,9 +359,11 @@ module.exports = nativeDescription: "English", englishDescription: "English", tr
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artisan_attribute_1: "Any experience in building content like this would be nice, such as using Blizzard's level editors. But not required!"
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artisan_attribute_2: "A hankering to do a whole lot of testing and iteration. To make good levels, you need to take it to others and watch them play it, and be prepared to find a lot of things to fix."
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artisan_attribute_3: "For the time being, endurance en par with an Adventurer. Our Level Editor is super preliminary and frustrating to use. You have been warned!"
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artisan_join_desc_pref: "The Level Editor is live! Go forth and fiddle with it. Right now for the sake of security, you can't make Components (the most powerful part of level building) but be in touch with us and we'll see if we can make what you need. See the"
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artisan_url_documentation: "preliminary documentation "
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artisan_join_desc_suf: "for more info, and please comment on it so we can make the whole system better."
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artisan_join_desc: "Use the Level Editor in these steps, give or take:"
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artisan_join_step1: "Read the documentation."
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artisan_join_step2: "Create a new level and explore existing levels."
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artisan_join_step3: "Find us in our public HipChat room for help."
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artisan_join_step4: "Post your levels on the forum for feedback."
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more_about_artisan: "Learn More About Becoming A Creative Artisan"
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artisan_subscribe_desc: "Get emails on level editor updates and announcements."
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adventurer_introduction: "Let's be clear about your role: you are the tank. You're going to take heavy damage. We need people to try out brand-new levels and help identify how to make things better. The pain will be enormous; making good games is a long process and no one gets it right the first time. If you can endure and have a high constitution score, then this class might be for you."
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@ -43,18 +43,17 @@ block content
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| Our Level Editor is super preliminary and frustrating to use. You have been warned!
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h4(data-i18n="contribute.how_to_join") How To Join
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p
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span(data-i18n="contribute.artisan_join_desc_pref")
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| The Level Editor is live! Go forth and fiddle with it.
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| Right now for the sake of security, you can't make Components (the most powerful part of level building)
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| but be in touch with us and we'll see if we can make what you need.
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| See the
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span
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a(href="https://docs.google.com/document/d/117tMcL95T1KY8BDisr0iGi5Frb2ZvBJTC0us5hyQkJY/edit?usp=sharing", data-i18n="contribute.artisan_url_documentation")
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| preliminary documentation
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span
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span(data-i18n="contribute.artisan_join_desc_suf")
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| for more info, and please comment on it so we can make the whole system better.
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span(data-i18n="contribute.artisan_join_desc")
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| Use the Level Editor in these steps, give or take:
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ul
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li
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a(href="https://docs.google.com/document/d/117tMcL95T1KY8BDisr0iGi5Frb2ZvBJTC0us5hyQkJY/edit?usp=sharing", data-i18n="contribute.artisan_join_step1") Read the documentation.
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li
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a(href="/editor/level", data-i18n="contribute.artisan_join_step2") Create a new level and explore existing levels.
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li
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a(href="http://www.hipchat.com/g3plnOKqa", data-i18n="contribute.artisan_join_step3") Find us in our public HipChat room for help.
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li
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a(href="http://discourse.codecombat.com", data-i18n="contribute.artisan_join_step4") Post your levels on the forum for feedback.
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if me.attributes.anonymous
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div#sign-up.alert.alert-info
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@ -150,17 +150,17 @@ block content
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h4(data-i18n="contribute.how_to_join") How To Join
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p
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span(data-i18n="contribute.artisan_join_desc_pref")
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| The Level Editor is live! Go forth and fiddle with it.
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| Right now for the sake of security, you can't make Components (the most powerful part of level building)
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| but be in touch with us and we'll see if we can make what you need.
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| See the
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span
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a(href="https://docs.google.com/document/d/117tMcL95T1KY8BDisr0iGi5Frb2ZvBJTC0us5hyQkJY/edit?usp=sharing", data-i18n="contribute.artisan_url_documentation")
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| preliminary documentation
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span
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span(data-i18n="contribute.artisan_join_desc_suf")
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| for more info, and please comment on it so we can make the whole system better.
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span(data-i18n="contribute.artisan_join_desc")
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| Use the Level Editor in these steps, give or take:
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ul
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li
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a(href="https://docs.google.com/document/d/117tMcL95T1KY8BDisr0iGi5Frb2ZvBJTC0us5hyQkJY/edit?usp=sharing", data-i18n="contribute.artisan_join_step1") Read the documentation.
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li
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a(href="/editor/level", data-i18n="contribute.artisan_join_step2") Create a new level and explore existing levels.
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li
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a(href="http://www.hipchat.com/g3plnOKqa", data-i18n="contribute.artisan_join_step3") Find us in our public HipChat room for help.
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li
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a(href="http://discourse.codecombat.com", data-i18n="contribute.artisan_join_step4") Post your levels on the forum for feedback.
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a(href="/contribute/artisan")
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h3(data-i18n="contribute.more_about_artisan")
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@ -2,67 +2,43 @@ extends /templates/base
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block content
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h3(data-i18n="editor.ep_intro_title") Introducing The CodeCombat Level Editor
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p
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span(data-i18n="editor.ep_intro_desc_top_pref")
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| Since we launched the prototype in June, 2013, we've been hard at work making
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| systems for producing much, much more content.
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| The centerpiece of these efforts is the new
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strong
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span(data-i18n="editor.ep_intro_desc_top_strong_editor")
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| Level Editor
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span(data-i18n="editor.ep_intro_desc_top_suf")
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| , which makes building levels and their many constituent parts a snap.
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div.images
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div
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img(src="/file/52602a6ba36ab808aa000007", alt="Articles").img-polaroid
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br
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span(data-i18n="editor.ep_img_desc_articles").label.label-info Write Articles
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div
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img(src="/file/526032dca36ab808aa000009", alt="Map").img-polaroid
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br
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span(data-i18n="editor.ep_img_desc_maps").label.label-info Construct Maps
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div
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img(src="/file/52603311a36ab808aa00000c", alt="Scripting").img-polaroid
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br
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span(data-i18n="editor.ep_img_desc_scripts").label.label-info Build Scripts
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div
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img(src="/file/52603434a36ab808aa00000e", alt="Units").img-polaroid
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br
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span(data-i18n="editor.ep_img_desc_units").label.label-info Configure Units
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p(data-i18n="editor.ep_intro_desc_bottom")#after-images
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| Eventually, you'll be able to build all manners of challenges, with custom sounds,
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| music, artwork, units, maps, scripts, documentation, and yes, even code.
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| It's got a long way to go, but it's just starting to get usable and we're itching to use it.
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| Expect (and demand!) new levels at regular intervals as we continue to grow.
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h3(data-i18n="editor.ep_watch_title") Watch it In Action
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div.screencast-wrapper
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<object width="640" height="400"><param name="movie" value="//www.youtube.com/v/H5u5ga5dHm8?hl=en_US&version=3&hd=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="//www.youtube.com/v/H5u5ga5dHm8?hl=en_US&version=3&hd=1" type="application/x-shockwave-flash" width="640" height="400" allowscriptaccess="always" allowfullscreen="true"></embed></object>
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h3(data-i18n="editor.ep_use_title") When Can I Use It?
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h2(data-i18n="editor.title") CodeCombat Editors
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p
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span(data-i18n="editor.ep_use_desc_pref")
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| Now! We've opened it for general use, possibly against our better judgment.
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| It's still very broken, but we're seeking people to try it out and help us make it better,
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| so we're throwing it out there.
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| Learn more about the role of
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a(href="/contribute#artisan", data-i18n="editor.ep_use_artisan_url") Artisans
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span(data-i18n="editor.ep_use_desc_suf")
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| in the
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a(href="/contribute", data-i18n="editor.ep_use_contribute_url") contribute page
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| .
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| Build your own levels, campaigns, units and educational content.
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| We provide all the tools you need!
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div.editor-column
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h3
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a(href='/editor/level') Level Editor
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div.description
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| Includes the tools for scripting, uploading audio, and constructing custom logic
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| to create all sorts of levels. Everything we use ourselves!
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div.editor-column
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h3
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a(href='/editor/thang') Thang Editor
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div.description
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| Build units, defining their default logic, graphics and audio.
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| Currently only supports importing Flash exported vector graphics.
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div.editor-column
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h3
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a(href='/editor/article') Article Editor
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div.description
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| Write articles that give players overviews of programming concepts which can be
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| used across a variety of levels and campaigns.
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div.clearfix
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hr
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div#editor-links
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a(href="/editor/level", data-i18n="editor.ep_url_edit_levels").btn Edit Levels
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if me.isAdmin()
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a(href="/editor/article", data-i18n="editor.ep_url_edit_articles").btn Edit Articles
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.modal.hide.fade#image-modal
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.modal-body
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p
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span
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| Many major features in these editors are not currently enabled by default.
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| As we improve the security of these systems, they will be made generally available.
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| If you'd like to use these features sooner,
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a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="editor.contact_us") email us!
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span You can also find us in our
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strong
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a(href="http://www.hipchat.com/g3plnOKqa") HipChat room.
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@ -141,6 +141,12 @@ block content
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| Any and all other non-code creative works that
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| are made available when creating Levels.
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p(data-i18n="legal.art_access")
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| Currently there is no universal, easy system for fetching these assets.
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| In general, fetch them from the URLs as used by the site,
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| contact us for assistance, or help us in extending the site
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| to make these assets more easily accessible.
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p(data-i18n="legal.art_paragraph_1")
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| For attribution, please name and link to codecombat.com near
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| where the source is used or where appropriate for the medium. For example:
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@ -178,6 +184,12 @@ block content
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| content made specifically for that Level and
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| not made generally available when creating Levels.
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p(data-i18n="legal.rights_clarification")
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| To clarify, anything that is made available in the Level Editor
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| for the purpose of making levels is under CC, whereas the content
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| created with the Level Editor or uploaded in the course of creation of
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| Levels is not.
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h3(data-i18n="legal.nutshell_title")
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| In a Nutshell
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@ -188,3 +200,8 @@ block content
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| the Levels themselves (that are created on codecombat.com)
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| so that they may be charged for in the future,
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| if that's what ends up happening.
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hr
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p(data-i18n="legal.canonical") The English version of this document is the definitive, canonical version.
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| If there are any discrepencies between translations, the English document takes precedence.
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