The pixel barrier

There’s been so much miscellaneous work to go around that I haven’t had a chance to do much for the… you know, game part of Human Tanks since my last pass over the current translation a few days back. Ran into some obstacles in translating the game setting menus which meant a lot of work down the drain, and after dealing with that I discovered something new to fix:
The game videos.

Ozhan, these videos look kind of pixelated, is it just at my end?”

It wasn’t.

What puzzled me was that I had watched the game opening on YouTube several times, and it looked much better there. Looking more closely at the game’s movie archives, I discovered that the movies in fact look perfect when run in an external player. The game was doing something bad to them.

The cause soon made itself obvious: the movies were encoded in 640×480 resolution, while the game itself runs in a 800×600 window. Apparently the engine did a poor job of up-scaling them.
Another day later, I have re-encoded the game videos in 800×600 resolution and you’d be hard pressed to notice a quality drop (when comparing to the original videos run in a player), and they look much better in-game. Banzai!

Don’t take my word for it, you can check out the difference in this comparison instead:

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When we discussed this with Yakiniku Banzai, they explained that at the time of making the first game they were very concerned about the size of the game movies as they knew there were going to be a lot of them. We feel that this is no longer something that warrants much notice (and actually the new videos ended up only about 20% bigger than original). Their encoding options were also limited due to the oldish software used to make the videos, and this is just how things ended up. We’re all happy about the chance to improve this aspect of the game.

A work in progress

When you first start up War of the Human Tanks fully in Japanese, the sight can be a bit overwhelming from a translation point of view. I’m referring to this:

It doesn’t exactly help the task that the gameplay script is split into perhaps a few hundred separate scripts, and the strings that need translating (perhaps as long as 1 character in size!) are hidden among the other game logic.

Well, our resident helper and tech genius Tony Blomqvist wrote some marvelous filters to help us deal with this issue. I’ve been chipping away at them from various angles for a while now with Yoshifumi‘s support, and the gameplay is… getting there. There are still a few bigger scripts to tackle (including unit infos, which are reflected pretty much everywhere), but it’s getting easier and easier to figure out what goes on in the game in English.

Of course, the initial translation is just half the story. After inserting the changes you go fiddle with the menus to figure out exactly where that one word was supposed to appear in and just how badly you screwed it up. Then tune and tinker.

But as you can see here, progress is definitely being made, and it’s quite fun to see the screens one by one turn into something understandable:

(Note that the images shown in the screenshots are also a work-in-progress.)