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programersi

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A member registered Mar 03, 2026 · View creator page →

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Endorld3

Hi Gabrielotto0103, thank you for the localization. You were mentioned at the game page and in devlog https://programersi.itch.io/time-tamer/devlog/1637008/time-taming-growth-thanks-to-contributors

Thank you Welly. You were mentioned at the game page and in devlog https://programersi.itch.io/time-tamer/devlog/1637008/time-taming-growth-thanks-to-contributors

Thank you, crawrite. You were mentioned at the game page and in devlog https://programersi.itch.io/time-tamer/devlog/1637008/time-taming-growth-thanks-to-contributors

Great. Discord: https://discord.gg/9rBFKmcyVt #translations channel.

Here are some additional rules, please check them before sending:

Rephrase, don’t translate

  • Key - Why
  • noTts - Names the language the player picked, so write yours. Not “English”.
  • formatHint, teacherGuideFormat - 12h/24h help. Leave both out unless your language writes AM/PM (only en, la, ar do).
  • teacherGuideDifficultyText - Drop the AM/PM sentence if your language is 24-hour; say Medium shows the whole day in 24-hour time.
  • masteryCell{Hours,Halves,Quarters,Fives,Minutes} - Captions under 56px boxes. Keep them symbols (½h, ¼h, 5m), never spelled out.
  • matchThis - Sits above the target; English is 16 characters. Over ~30 and it wraps on a phone. |
  • experiment / challenge - Adjacent buttons. Pick two words a pre-reader can tell apart at a glance.
  • themeClassic - A theme name, not “Default” (Wonderland is the default).

One name, everywhere

Pick once, then reuse the exact wording in every key listed:

  • Clock Check-Up — checkupBtnLabel, and inside teacherGuideModesText, teacherGuideStatsText, teacherGuideParentTipText, verdictNone, tipTryCheckup, tipRecheck, checkupNotYet. It cannot be failed, so avoid your language’s word for a school test or exam.
  • Everyday Clock Master — tier_everyday, certHeading, teacherGuideParentTipText. “Everyday” means ordinary day-to-day clocks.
  • Stickers — stickers, showParentStats, teacherGuideMultiplayersText.

Tone

  • Keys - Voice
  • failMsgs, run*, greatJob, hint*, mastery*, levelUp, mode + difficulty buttons - To the child. Warm, plain, never scolding.
  • verdict*, tip*, showParent*, checkupResult, learnResult, teacherGuide* - About the child, to an adult.
  • certHeading*, certBody* - Formal, and claim no more than the English does.

verdict* states what the child can already do; tip* says what to do next.

The file is perfect, all the rules observed. Please have a look at the text-to-speech in Italian. I have followed basic rules, but it can be oversimplified. I’ve added you to the contributors list at the game page.

Preferably through Discord https://discord.gg/9rBFKmcyVt, #translations channel.

Thank you very much for your contribution. I’ve added you at https://programersi.itch.io/time-tamer.

(9 edits)

Great! There are a few sensitive keys.

Rephrase, don’t translate

  • Key - Why
  • noTts - Names the language the player picked, so write yours. Not “English”.
  • formatHint, teacherGuideFormat - 12h/24h help. Leave both out unless your language writes AM/PM (only en, la, ar do).
  • teacherGuideDifficultyText - Drop the AM/PM sentence if your language is 24-hour; say Medium shows the whole day in 24-hour time.
  • masteryCell{Hours,Halves,Quarters,Fives,Minutes} - Captions under 56px boxes. Keep them symbols (½h, ¼h, 5m), never spelled out.
  • matchThis - Sits above the target; English is 16 characters. Over ~30 and it wraps on a phone. |
  • experiment / challenge - Adjacent buttons. Pick two words a pre-reader can tell apart at a glance.
  • themeClassic - A theme name, not “Default” (Wonderland is the default).

One name, everywhere

Pick once, then reuse the exact wording in every key listed:

  • Clock Check-Up — checkupBtnLabel, and inside teacherGuideModesText, teacherGuideStatsText, teacherGuideParentTipText, verdictNone, tipTryCheckup, tipRecheck, checkupNotYet. It cannot be failed, so avoid your language’s word for a school test or exam.
  • Everyday Clock Master — tier_everyday, certHeading, teacherGuideParentTipText. “Everyday” means ordinary day-to-day clocks.
  • Stickers — stickers, showParentStats, teacherGuideMultiplayersText.

Tone

  • Keys - Voice
  • failMsgs, run*, greatJob, hint*, mastery*, levelUp, mode + difficulty buttons - To the child. Warm, plain, never scolding.
  • verdict*, tip*, showParent*, checkupResult, learnResult, teacherGuide* - About the child, to an adult.
  • certHeading*, certBody* - Formal, and claim no more than the English does.

verdict* states what the child can already do; tip* says what to do next.

Hi Gabriele. My game is stable and I’d be happy to add Italian: https://programersi.itch.io/time-tamer. There 155 strings to be translated, mostly short ones. Localization can be done through a tool at https://time-tamer.programersi.edu.pl/?xlate=it.

Hi Welly. I have a small game that is aimed at kids learning analog clock: https://programersi.itch.io/time-tamer. There are 155 strings to be translated, most of them single words. I tried generating the first version for Korean, but it was never reviewed.

Localization can be done through a tool at https://time-tamer.programersi.edu.pl/?xlate=ko.

Hi. My game is stable and I’d be happy to add Vietnamese: https://programersi.itch.io/time-tamer. There 155 strings to be translated. Localization can be done through a tool at https://time-tamer.programersi.edu.pl/?xlate=vi.

Interesting game. Near the end clicking on the deck only removes money. image.png

Thanks for the inspiration, Gabor. I twisted the idea, but the main spark for Patternsight appeared after watching your game.

Thanks zslava, you pointed out a weakness sitting in the plain sight. I’m working to make things more obvious.

You can still publish the discord invite in your profile :)

Have you considered using parser generators like antlr? They can let you maintain control for longer. Specification does not include logical NOT operator. DSLs are supposed to be simpler than GPLs and adjusted to the domain. You’ve made a C# dialect.

What I meant was there are other solutions like this. What would be the advantage of using yours? At first I thought you’d be hosting it. Sure, opening the source sounds reasonable, so you can get more feedback.

Nice. You know you could have used an already established and simple language, like Postscript. Have you thought about making the language a little bit weird?

Thank you for your kind words. It was a pleasure to watch your play and discover the game for over 3 hours. Please post more feedback here - I hope to attract some more players willing to discuss the experience.

I’ll have more time in a few days to get back to implementation.

What are you selling here and where is the price tag? What are the service parameters? Ease of use if in the top 10 of things to consider when choosing such backend.

It would be great if you shared your opinions at the game page. If you add your gameplay recordings (available in Settings) we can discuss them and maybe draw ideas how to expand the game.

I did not reach with it beyond itch yet. I think it has potential, with pvp and with bot lab - where you design bots to do chores for you.

Yes, the game requires a lot of tuning and that scares me. Actually the strategy is simple - against bots at least - just pause and catch wild patterns. The bots are not trivial, they can catch the patterns too. But they don’t plan, don’t scheme. What would be really interesting though is to see how PvP would work. Then the most advanced strategies and counter-strategies can be discovered.

What dragged me into this was exactly the fragility of the world. You don’t build walls with more and more hit points. All you can do is to build strategic depth, guard your resources, and keep expansion rolling forward.

Attacking is quite difficult, you need to push forward a few times to get results. That’s were guns are useful, intruding into enemy territory consistently.

If you play in Sandbox you will discover the endgame patterns.

Have you discovered the recording function? As the game is deterministic, you can share the games you played for others to review and the recording is small.

@Firefly: thank you, that answers the question. Playing chess with dice is extremely frustrating for an experienced player, seeing random moves of the opponent win against solid strategy. They then randomly fumble, then win endgame unexplainably.

Thanks, your note was helpful to spot performance weakness. I’ll work on that later.

I hope you enjoy the game. Please share your feedback.

Please check the latest version of the game. If performance is painful, adjust the level of details rendered at Settings/Effects.

image.png

This actually inspired me to finish my version of the game. See the Patternsight.

What you see here is a single-player game, released to get feedback about the idea. My goal was to see 8 human players competing on one board, but that needs to wait until I understand if this game can be enjoyed at all. The balance, scenario setup and goals - all require more refinement.

Sandbox and the single settlement scenarios are there to enjoy the game concept by itself. Playing against bots can be challenging at times, they can be more efficient than the player.

Play

Play the game: https://programersi.itch.io/patternsight

https://programersi.itch.io/patternsight/devlog/1610731/settle-a-world-made-of-conways-life-win-by-seeing-what-it-becomes

Conway’s Game of Life has a real community that’s spent decades hunting: drawing on paper, then moved to computers, and revealed long-searched treasures of PATTERNS. That history is deep, but it’s not really game-like on its own. I took this lore and squeezed into a simple RTS. You want territory, and there is only one way to get it: infect the lifeforms on the planed to spread your … flag. Before it comes out creepy, just play it:

https://programersi.itch.io/patternsight

I lost the first game, but I’m proud of myself I started it.

The music works great! Can you be more specific about the license?

yeah, I simulated a regular user who is too lazy to read all the text. The font color is not readable enough - at least for me, when I played in a browser seeing the yellow text on the blue board with yellow surroundings. Now the game makes much more sense :rofl: Maybe some animated explanation for simple people like me. This game is hard. image.png

the game is playable, though the UX is poor. I’m not sure now how many times I need to beat the rook to finish the first puzzle. Have a look at my game https://programersi.itch.io/imagichess to see what I’m used to regarding the piece movement.

Probably my slow connection affected that :) image.png

Hi. The game is impressive. It allows casual play and crazy optimizations.

The graphics is ok, but it is mixing visual languages: some pictures look like prepared for kids, while the game has strategic depth that can be enjoyed by adults.

I had low quality connection in the last few days, so all the glitches showed - attempting to download non-existing resources, also I think I saw the full monster picture when its hand went straight through the table.

Still, for AI-generated the graphics looks very consistent. But I think the main elements: backgrounds and monsters, would benefit from more refinement or a different approach, to set more clear vibe.

BTW, it still uses scientific notation for presentation of millions.

image.png

Tough market: /community/search?query=Translation&category_id=10020&search_field=post&post_type=topic&query_format=phrase&sort=newest

I played in Safari 26.0.1. Sample error: [Error] Failed to load resource: the server responded with a status of 404 () (monster-happy.wav, line 0)

Nice server you have there. Have you ever thought about making educational games? I have created one you could assess.

Indeed the game is addicting. Review the errors that appear in console - some resources do not load and that sometimes causes the game to freeze.