Lgm/messages es.properties

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  1. Spanish (Colombia) translation of LateralGM r503.
  2. Based off the native file. Written by HarryWest.
      1. Package components ###

ColorSelect.CHOOSE_TITLE=Choose a Color

MDIMenu.WINDOW= Window W MDIMenu.CASCADE= Cascade Frames A MDIMenu.ARRANGE_ICONS= Organizar Iconos I MDIMenu.CLOSE_ALL= Cerrar todo L MDIMenu.MINIMIZE_ALL= Minimizar todo M MDIMenu.CLOSE= Cerrar C MDIMenu.CLOSE_OTHERS= Cerrar todo lo demas O


  1. File menu

GmMenuBar.MENU_FILE= Archivo F GmMenuBar.NEW= Nuevo N GmMenuBar.OPEN= Abrir... O GmMenuBar.SAVE= Salvar S GmMenuBar.SAVEAS= Salvar como... A GmMenuBar.ADVANCED= Modo Advanzado V GmMenuBar.PREFERENCES= Preferencias... P GmMenuBar.EXIT= Salir X

  1. Edit menu

GmMenuBar.MENU_EDIT= Editar E GmMenuBar.MENU_INSERT= Insertar I GmMenuBar.INSERT_GROUP= Grupo G GmMenuBar.INSERT_SPRITE= Sprite I GmMenuBar.INSERT_SOUND= Sonido N GmMenuBar.INSERT_BACKGROUND=Fondo B GmMenuBar.INSERT_PATH= Ruta P GmMenuBar.INSERT_SCRIPT= Script S GmMenuBar.INSERT_FONT= Fuente F GmMenuBar.INSERT_TIMELINE= Linea de Tiempo T GmMenuBar.INSERT_OBJECT= Objeto O GmMenuBar.INSERT_ROOM= Room R GmMenuBar.MENU_ADD= Añadir A GmMenuBar.ADD_GROUP= Grupo G GmMenuBar.ADD_SPRITE= Sprite I GmMenuBar.ADD_SOUND= Sonido N GmMenuBar.ADD_BACKGROUND= Fondo B GmMenuBar.ADD_PATH= Ruta P GmMenuBar.ADD_SCRIPT= Script S GmMenuBar.ADD_FONT= Fuente F GmMenuBar.ADD_TIMELINE= Linea de Tiempo T GmMenuBar.ADD_OBJECT= Objeto O GmMenuBar.ADD_ROOM= Room R GmMenuBar.RENAME= Renombrar R GmMenuBar.DELETE= Eliminar D GmMenuBar.DUPLICATE= Duplicar C GmMenuBar.PROPERTIES= Propiedades P

  1. Resources menu

GmMenuBar.MENU_RESOURCES=Recursos R GmMenuBar.DEFRAGIDS= Defrag Ids D GmMenuBar.VERIFYNAMES= Verificar Nombres V GmMenuBar.SYNTAXCHECK= Syntax Check S GmMenuBar.FIND= Encontrar... F GmMenuBar.ANNOTATE= Anotar A GmMenuBar.EXPAND= Expandir E GmMenuBar.COLLAPSE= Colapsar C

  1. Help menu

GmMenuBar.MENU_HELP=Ayuda H GmMenuBar.MANUAL= Manual M GmMenuBar.ABOUT= Acerca de A

DocumentUndoManager.UNDO=Deshacer DocumentUndoManager.REDO=Rehacer

GMLTextArea.CUT=Cortar GMLTextArea.COPY=Copiar GMLTextArea.PASTE=Pegar GMLTextArea.GOTO_LINE=Ir a la linea

AboutBox.TITLE=Acerca de LateralGM

AboutBox.ABOUT=

LateralGM version 1.6.0 (r$rev$)

\

Copyright © 2006-2011 IsmAvatar \ <<a href="mailto:IsmAvatar@gmail.com">IsmAvatar@gmail.com</a>>
\ Copyright © 2006, 2007, 2008, 2009 Clam \ <<a href="mailto:clamisgood@gmail.com">clamisgood@gmail.com</a>>
\ Copyright © 2007, 2008, 2009 Quadduc \ <<a href="mailto:quadduc@gmail.com">quadduc@gmail.com</a>>
\ Copyright © 2006, 2007 TGMG \ <<a href="mailto:thegamemakerguru@gmail.com">thegamemakerguru@gmail.com</a>>
\ Testing: WittyCheeseBoy
\ Copyright © 1998, 1999, 2000, 2003, 2004, 2005, 2006 otros

\

\

LateralGM viene sin GARANTIA ABSOLUTA. Es un software libre, \ y le invitamos a redistribuirlo bajo ciertas condiciones. \ Ver Licencia para detalles.

AboutBox.OPTION_LICENSE=Licencia AboutBox.OPTION_CLOSE=Cerrar AboutBox.LICENSE_TITLE=Licencia AboutBox.LICENSE=\

Este programa es software libre: puede redistribuirlo y/o \ modificarlo bajo los términos de la Licencia Pública General GNU \ según lo publicado por la Fundacion de Software Libre, ya sea la versión 3 \ de la licencia o (a su opcion) cualquier versión posterior.

\

\

Este programa se distribuye con la esperanza de que sea útil, \ pero SIN GARANTIA ALGUNA; sin siquiera la garantía implícita de \ COMERCIABILIDAD o APTITUD PARA UN PROPÓSITO PARTICULAR. Ver la \ Licencia Publica General GNU para mas detalles.

\

\

Usted deberia haber recibido una copia de la Licencia Publica General GNU \ junto con este programa. Si no, vea <a href="http://www.gnu.org/licenses/">\ http://www.gnu.org/licenses/</a>.

ErrorDialog.COPY=Copiar al portapapeles ErrorDialog.OK=OK

      1. Package file ###

GmFile.NOICON=no se encuentra el icono predeterminado, los archivos guardados no tendran icono \ a menos que uno sea asignado manualmente. GmFileReader.LOADTIME=tiempo necesario para cargar el archivo: {0} ms GmFileReader.ERROR_INVALID={0} no es un archivo GM valido, el identificador inicial es invalido: {1} GmFileReader.ERROR_CLOSEFAILED=Por alguna razon, el cierre a prueba de errores ha fallado GmFileReader.ERROR_UNSUPPORTED={0} - version de GM no compatible o archivo dañado: {1} GmFileReader.BEFORE=Antes {0} GmFileReader.IN=En {0}, ID {1} GmFileReader.AFTER=Despues {0} GmStreamDecoder.IMAGE_SIZE_MISMATCH=El tamaño de la imagen no coincide: {0} != {1} en filepos: {2} GmStreamDecoder.INVALID_BOOLEAN=dato boleano invalido: {0} en filepos: {1} GmFileReader.AFTERINFO=Después de la informacion del juego GmFileReader.AFTERINFO2=En la segunda versión después de la información del juego GmFileReader.INDATAFILES=En el archivo de dato Gm5 GmFileReader.ININCLUDEDFILES=En el archivo incluido GmFileReader.INTIMELINEMOMENT=En linea de tiempo {0}, Momento {1} GmFileReader.INTIMELINEACTION=En linea de tiempo {0}, Momento {1}, accion {2} GmFileReader.INOBJECTEVENT=En Objeto {0}, tipo de evento principal {1} GmFileReader.INOBJECTACTION=En Objeto {0}, tipo de evento {1}, accion {2} StreamDecoder.UNEXPECTED_EOF=Final del archivo alcanzado inexperadamente en filepos: {0} StreamDecoder.SEEK_SHORT=Intentó omitir {0}, pero solo omitió {1} StreamDecoder.SEEK_PASSED=No puedo buscar {0} de {1}, posición ya aprobada (requiere omitir: {2})

      1. Package main ###

Listener.FORMAT_GM=All Game Maker Files (gm81, gmk, gm6, gmd) Listener.FORMAT_GM81=Game Maker 8.1 Files (gm81) Listener.FORMAT_GMK=Game Maker 7/8 Files (gmk) Listener.FORMAT_GM6=Game Maker 6 Files (gm6) Listener.FORMAT_GMD=Game Maker 5.3 Files (gmd)

Listener.ERROR_MESSAGE= <html><style>p {margin-top: 5px; margin-bottom: 5px;}</style>\

Your file appears to be corrupted. You can still use what LGM has managed
\ to read, but the tree has been rebuilt, so all grouping and order has been lost.
\ If you think this was caused by a bug in LGM, please show us this error report,
\ and well do our best to fix the problem.

\

\

Error Report:

</html>

Listener.DEBUG_INFO=Unhandled Exception:\n\ {0} - {1}\n\ \n\ Stack trace:\n\ {2} Listener.ERROR_TITLE=Error al Cargar Archivo

Listener.CONFIRM_EXTENSION=La extension {0} no coincide con la versión {1}. Usar de todos modos? Listener.CONFIRM_REPLACE={0} ya existe. Desea reemplazarlo? Listener.CONFIRM_REPLACE_TITLE=Salvar Archivo

Listener.ERROR_BACKUP= No se puede mover {0} a una copia de seguridad.\n\ Quiere usted sobre escribir su contenido? Listener.ERROR_BACKUP_TITLE=Error al Realizar Copia de Seguridad

Listener.ERROR_SAVE=Un error ocurrió mientras salvaba a {0}:\n\ {1} - {2} Listener.ERROR_SAVE_TITLE=Error al Salvar Archivo

Listener.INPUT_GROUPNAME=Nombre del Grupo? Listener.DEFAULT_GROUPNAME=Grupo

Listener.CONFIRM_DELETERESOURCE=Eliminar este recurso? Listener.CONFIRM_DELETERESOURCE_TITLE=Eliminar

Listener.CONFIRM_DEFRAGIDS= Esta acción no se puede deshacer, ¿está seguro de \ querer continuar? Listener.CONFIRM_DEFRAGIDS_TITLE=Defrag Ids

Listener.TREE_EDIT=Editar Listener.TREE_INSERT=Insertar Recurso Listener.TREE_DUPLICATE=Duplicar Recurso Listener.TREE_ADD=Crear Recurso Listener.TREE_GROUP=Crear Group Listener.TREE_SORT=Ordenar por nombre Listener.TREE_DELETE=Eliminar Listener.TREE_RENAME=Renombrar

LGM.TITLE=LateralGM: {0} LGM.NEWGAME=<new game>

  1. Primary group names in resource tree.
  2. Note that primary group names are stored with GM6 files.

LGM.SPRITES=Sprites LGM.SOUNDS=Sounds LGM.BACKGROUNDS=Backgrounds LGM.PATHS=Paths LGM.SCRIPTS=Scripts LGM.FONTS=Fonts LGM.TIMELINES=Lineas de tiempo LGM.OBJECTS=Objects LGM.ROOMS=Rooms LGM.GAMEINFO=Game Information LGM.GAMESETTINGS=Global Game Settings LGM.EXTENSIONS=Extensions

Toolbar.ADD_SPRITE=New Sprite Toolbar.ADD_SOUND=New Sound Toolbar.ADD_BACKGROUND=New Background Toolbar.ADD_PATH=New Path Toolbar.ADD_SCRIPT=New Script Toolbar.ADD_FONT=New Font Toolbar.ADD_TIMELINE=New linea de tiempo Toolbar.ADD_OBJECT=New Object Toolbar.ADD_ROOM=New Room

  1. Hints for LGM tool bar buttons

LGM.NEW=New LGM.OPEN=Open... LGM.SAVE=Save LGM.SAVEAS=Save As... LGM.EVENT_BUTTON=Event Selector

LGM.SPLASH_START=Calibrating Sensors LGM.SPLASH_LIBS=Loading library files LGM.SPLASH_TOOLS=Creating Components LGM.SPLASH_THREAD=Launching into Hyperspace LGM.SPLASH_MENU=Initiating Menu LGM.SPLASH_UI=Building user interface LGM.SPLASH_LOGO=Reticulating Splines LGM.SPLASH_TREE=Populating Tree LGM.SPLASH_PLUGINS=Loading Plugins

LGM.PLUGIN_MISSING_ENTRY=No plugin entry point ({0}) LGM.PLUGIN_LOAD_ERROR=Info: {0} is not an LGM plugin: {1}: {2}

  1. JFileChooser filter descriptions

Util.ALL_SPI_IMAGES=All SPI Supported Images Util.FILES={0} files Util.ERROR_LOADING=Error loading {0} Util.ERROR_TITLE=Error

      1. Package resources ###

Sprite.ERROR_SUBIMAGE=error getting image data for subimage {0} sprite {1}


      1. Package resources.library ###

LibManager.LOADING1=Loading lib file {0} LibManager.LOADINGN=Loading lib files in {0} LibManager.ERROR_INVALIDFILE=Unsupported Library file, or corrupt/invalid file: {0} LibManager.ERROR_CLOSEFAILED=File closing failsafe has failed LibManager.ERROR_INVALIDACTION=Unsupported action definition, or \ corrupt/invalid in action {0}, Library: {1} - as read, version = {2} LibManager.ERROR_NOTFOUND=Error opening File {0}: The file was not found LibManager.ERROR_READING=Error reading file {0}: \n{1}

      1. Package resources.sub ###
  1. Group Hint Text

MainEvent.EVENTS = {0} Events

    1. Create
  1. Main Category

MainEvent.EVENT0 = Create

  1. Format Expression for hint text

MainEvent.EVENT_HINT0 = {0} Event

  1. Individual Event Names

Event.EVENT0_0 = Create

    1. Destroy
  1. Main Category

MainEvent.EVENT1 = Destroy

  1. Format Expression for hint text

MainEvent.EVENT_HINT1 = {0} Event

  1. Individual Event Names

Event.EVENT1_0 = Destroy

    1. Alarm
  1. Main Category

MainEvent.EVENT2 = Alarm

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT2 = Alarm Event For {0}

  1. Individual Event Names
  2. note: X indicates a string that is formatted

Event.EVENT2_X = Alarm {0}

    1. Step
  1. Main Category

MainEvent.EVENT3 = Step

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT3 = {0} Event

  1. Individual Event Names

Event.EVENT3_0 = Normal Step Event.EVENT3_1 = Begin Step Event.EVENT3_2 = End Step

    1. Collision
  1. Main Category

MainEvent.EVENT4 = Collision

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT4 = Collision Event with {0}

  1. Individual Event Names
  2. note: X indicates a string that is formatted

Event.EVENT4_X = {0}

    1. Keyboard
  1. Main Category

MainEvent.EVENT5 = Keyboard

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT5 = Keyboard Event For {0} Key

  1. Individual Event Names
  2. note: X indicates a string that is formatted

Event.EVENT5_X = <{0}>

Event.NO_KEY = No Key Event.ANY_KEY = Any Key

    1. Mouse
  1. Main Category

MainEvent.EVENT6 = Mouse

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT6 = Mouse Event for {0}

  1. Individual Event Names (in menu order)

Event.EVENT6_BUTTON = {2,choice,0#|1#Global }{0,choice,-1#No|0#Left|1#Right|2#Middle} \ {1,choice,0#Button|1#Pressed|2#Released} Event.EVENT6_10 = Mouse Enter Event.EVENT6_11 = Mouse Leave Event.EVENT6_60 = Mouse Wheel Up Event.EVENT6_61 = Mouse Wheel Down Event.EVENT6_JOYSTICK = Joystick {0} {1,choice,0#Left|1#Right|2#Up|3#Down|4#Button {2}}

    1. Other
  1. Main Category

MainEvent.EVENT7 = Other

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT7 = Other Event: {0}

  1. Individual Event Names (in menu order)

Event.EVENT7_0 = Outside Room Event.EVENT7_1 = Intersect Boundary Event.EVENT7_2 = Game Start Event.EVENT7_3 = Game End Event.EVENT7_4 = Room Start Event.EVENT7_5 = Room End Event.EVENT7_6 = Out of Lives Event.EVENT7_9 = Out of Health Event.EVENT7_7 = Animation End Event.EVENT7_8 = End of Path Event.EVENT7_X = User Defined {0}

    1. Draw
  1. Main Category

MainEvent.EVENT8 = Draw

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT8 = {0} Event

  1. Individual Event Names

Event.EVENT8_0 = Draw

    1. Key Press

MainEvent.EVENT9 = Key Press

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT9 = Key Pressed Event For {0}

  1. Individual Event Names
  2. note: X indicates a string that is formatted

Event.EVENT9_X = press <{0}>

    1. Key Release
  1. Main Category

MainEvent.EVENT10 = Key Release

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT10 = Key Release Event For {0}

  1. Individual Event Names
  2. note: X indicates a string that is formatted

Event.EVENT10_X = release <{0}>

    1. Triggers

MainEvent.EVENT11 = Trigger

  1. Format Expression for hint/report text

MainEvent.EVENT_HINT11 = Trigger {0}

  1. Individual Event Names
  2. note: X indicates a string that is formatted

Event.EVENT11_X = Unsupported <{0}>

  1. Action

Action.UNKNOWN = <Unknown Action> Action.RELATIVE = relative Action.NOT = not Action.APPLIES = For all {0}: Action.APPLIES_OTHER = For other object: Action.HINT_MORE = ... <More>

      1. Package subframes ###

RevertableMDIFrame.KEEPCHANGES=Changes have been made to {0}. Keep the changes? RevertableMDIFrame.KEEPCHANGES_TITLE=Keep Changes?

  1. Main Strings

GameSettingFrame.TITLE=Game Settings GameSettingFrame.BUTTON_SAVE=Save GameSettingFrame.BUTTON_DISCARD=Cancel

  1. Graphics tab

GameSettingFrame.TAB_GRAPHICS=Graphics GameSettingFrame.HINT_GRAPHICS=Configure Graphics settings GameSettingFrame.FULLSCREEN=Start in fullscreen mode GameSettingFrame.SCALING_TITLE=Scaling GameSettingFrame.SCALING_FIXED=Fixed scale (in %) GameSettingFrame.SCALING_RATIO=Keep aspect ratio GameSettingFrame.SCALING_FULL=Full scale GameSettingFrame.INTERPOLATE=Interpolate colors between pixels GameSettingFrame.BACKCOLOR=Color outside the room region: GameSettingFrame.RESIZE=Allow the player to resize the game window GameSettingFrame.STAYONTOP=Let the game window always stay on top GameSettingFrame.NOBORDER=Don't draw a border in windowed mode GameSettingFrame.NOBUTTONS=Don't show the buttons in the window caption GameSettingFrame.DISPLAYCURSOR=Display mouse GameSettingFrame.FREEZE=Freeze the game when the game loses focus

  1. Resolution Tab

GameSettingFrame.TAB_RESOLUTION=Resolution GameSettingFrame.HINT_RESOLUTION=Configure Resolution GameSettingFrame.USE_SYNC=Use synchronization to avoid tearing GameSettingFrame.SET_RESOLUTION=Set the resolution of the screen GameSettingFrame.TITLE_COLOR_DEPTH=Color depth GameSettingFrame.NO_CHANGE=No change GameSettingFrame.16_BIT=16 bit GameSettingFrame.32_BIT=32 bit GameSettingFrame.TITLE_RESOLUTION=Resolution GameSettingFrame.320X240=320 X 240 GameSettingFrame.640X480=640 X 480 GameSettingFrame.800X600=800 X 600 GameSettingFrame.1024X768=1024 X 768 GameSettingFrame.1280X1024=1280 X 1024 GameSettingFrame.1600X1200=1600 X 1200 GameSettingFrame.TITLE_FREQUENCY=Frequency GameSettingFrame.60HZ=60 Hz GameSettingFrame.70HZ=70 Hz GameSettingFrame.85HZ=85 Hz GameSettingFrame.100HZ=100 Hz GameSettingFrame.120HZ=120 Hz

  1. Other tab

GameSettingFrame.TAB_OTHER=Other GameSettingFrame.HINT_OTHER=Configure Other Settings GameSettingFrame.TITLE_KEYS=Default Keys GameSettingFrame.KEY_ENDGAME=Let <ESC> end the game GameSettingFrame.KEY_INFO=Let <F1> show the game information GameSettingFrame.KEY_SWITCHFULLSCREEN=Let <F4> switch between screen modes GameSettingFrame.SAVELOAD=Let <F5> save the game and <F6> load the game GameSettingFrame.KEY_SCREENSHOT=Let <F9> take a screenshot of the game (gm8) GameSettingFrame.TITLE_PRIORITY=Game Process Priority GameSettingFrame.PRIORITY_NORMAL=Normal GameSettingFrame.PRIORITY_HIGH=High GameSettingFrame.PRIORITY_HIHGEST=Highest

  1. Loading Tab

GameSettingFrame.TAB_LOADING=Loading GameSettingFrame.HINT_LOADING=Configure Loading Settings GameSettingFrame.TITLE_LOADING_IMAGE=Loading Image GameSettingFrame.CUSTOM_LOAD_IMAGE=Custom loading image GameSettingFrame.CHANGE_IMAGE=Change Image GameSettingFrame.MAKE_TRANSPARENT=Make bottom left pixel transparent GameSettingFrame.ALPHA_TRANSPARENCY=Alpha transparency GameSettingFrame.TITLE_LOADING_PROGRESS_BAR=Loading Progress Bar GameSettingFrame.NO_PROGRESS_BAR=No progress bar GameSettingFrame.DEF_PROGRESS_BAR=Default progress bar GameSettingFrame.CUSTOM_PROGRESS_BAR=Custom progress bar GameSettingFrame.BACK_IMAGE=Back Image GameSettingFrame.FRONT_IMAGE=Front Image GameSettingFrame.SCALE_IMAGE=Scale progress bar image GameSettingFrame.GAME_ICON=Game icon GameSettingFrame.CHANGE_ICON=Change Icon GameSettingFrame.GAME_ID=Game id GameSettingFrame.RANDOMIZE=Randomize

  1. Constants tab

GameSettingFrame.TAB_CONSTANTS=Constants GameSettingFrame.HINT_CONSTANTS=Configure Constants GameSettingFrame.IMPORT=Import GameSettingFrame.EXPORT=Export GameSettingFrame.NAME=Name GameSettingFrame.VALUE=Value GameSettingFrame.ADD=Add GameSettingFrame.DELETE=Delete GameSettingFrame.UP=Up GameSettingFrame.SORT=Sort GameSettingFrame.INSERT=Insert GameSettingFrame.CLEAR=Clear GameSettingFrame.DOWN=Down

  1. Include tab

GameSettingFrame.TAB_INCLUDE=Include GameSettingFrame.HINT_INCLUDE=Configure Includes GameSettingFrame.FILES_TO_INCLUDE=Files to include in the Executable GameSettingFrame.ADD_INCLUDE=Add GameSettingFrame.DELETE_INCLUDE=Delete GameSettingFrame.CLEAR_INCLUDES=Clear GameSettingFrame.EXPORT_TO=Folder to export to GameSettingFrame.SAME_FOLDER=Same folder as executable GameSettingFrame.TEMP_DIRECTORY=Temporary directory GameSettingFrame.OVERWRITE_EXISTING=Overwrite existing files GameSettingFrame.REMOVE_FILES_AT_END=Remove files at end of game

  1. Errors tab

GameSettingFrame.TAB_ERRORS=Errors GameSettingFrame.HINT_ERRORS=Configure Error handling GameSettingFrame.ERRORS_DISPLAY=Display error messages GameSettingFrame.ERRORS_LOG=Write game error messages to file game_errors.log GameSettingFrame.ERRORS_ABORT=Abort on all error messages GameSettingFrame.UNINITZERO=Treat uninitialized variables as 0 GameSettingFrame.ERRORS_ARGS=Error on mismatched script arguments

  1. Info tab

GameSettingFrame.TAB_INFO=Info GameSettingFrame.HINT_INFO=Configure Information GameSettingFrame.AUTHOR=Author GameSettingFrame.VERSION=Version GameSettingFrame.LASTCHANGED=Last Changed GameSettingFrame.INFORMATION=Information

  1. Errors and dialogs

GameSettingFrame.TITLE_ERROR=Error GameSettingFrame.ERROR_IMPORTING_CONSTANTS=Error importing constants GameSettingFrame.TITLE_REPLACE_FILE=Replace File GameSettingFrame.ERROR_LOADING_IMAGE=Error Loading Image GameSettingFrame.REPLACE_FILE=File already exists. Do you wish to replace it? GameSettingFrame.ICO_FILES=Windows Icon Files GameSettingFrame.LGC_FILES=LGM Constants File GameSettingFrame.INVALID_ICON=Invalid Icon - Only single 32 x 32 icons are supported

GameInformationFrame.MENU_FORMAT=Format GameInformationFrame.WINDOW_TITLE=Window Title GameInformationFrame.ALWAYS_ON_TOP=Always on top GameInformationFrame.TAB_SETTINGS=Settings GameInformationFrame.HINT_SETTINGS=Edit the settings for the Game Information GameInformationFrame.MENU_FILE=File GameInformationFrame.CLOSESAVE=Close saving changes GameInformationFrame.MENU_EDIT=Edit GameInformationFrame.SELECTALL=Select All GameInformationFrame.RESIZABLE=Make window resizable GameInformationFrame.HINT_INFO=Edit the Game Information GameInformationFrame.TYPE_RTF=Rich text Files GameInformationFrame.TAB_INFO=Information GameInformationFrame.LOAD=Load from file GameInformationFrame.LOAD_TITLE=File to load information from GameInformationFrame.FILESAVE=Save to file GameInformationFrame.POSITION=Position GameInformationFrame.SAVE_TITLE=File to write information to GameInformationFrame.SHOW_BORDER=Show the window border and title GameInformationFrame.COPY=Copy GameInformationFrame.GOTO=Goto line GameInformationFrame.FONT=Font... GameInformationFrame.TITLE=Game Information GameInformationFrame.PRINT=Print... GameInformationFrame.PASTE=Paste GameInformationFrame.PAUSE=Pause the game while showing info GameInformationFrame.CUT=Cut GameInformationFrame.X=X: GameInformationFrame.Y=Y: GameInformationFrame.OPTIONS=Options... GameInformationFrame.COLOR=Background Color GameInformationFrame.WIDTH=Width: GameInformationFrame.HEIGHT=Height: GameInformationFrame.EMBED=Embed info in the main game window

ResourceFrame.SAVE=Save

SoundFrame.NAME=Name: SoundFrame.LOAD=Load Sound SoundFrame.STORE=Save Sound SoundFrame.FILE=Filename: {0} SoundFrame.KIND=Kind SoundFrame.NORMAL=Normal sound SoundFrame.BACKGROUND=Background music SoundFrame.THREE=3D sound SoundFrame.MULT=Use multimedia player SoundFrame.EFFECTS=Effects SoundFrame.CHORUS=Chorus SoundFrame.ECHO=Echo SoundFrame.FLANGER=Flanger SoundFrame.GARGLE=Gargle SoundFrame.REVERB=Reverb SoundFrame.VOLUME=Volume SoundFrame.PAN=Pan SoundFrame.PAN_CENTER=Center Pan SoundFrame.PRELOAD=Preload SoundFrame.EDIT=Edit Sound SoundFrame.SAVE=Save SoundFrame.FORMAT_SOUND=Sound files SoundFrame.FORMAT_WAV=Wave files SoundFrame.FORMAT_MID=Midi files SoundFrame.FORMAT_MP3=MP3 files SoundFrame.FILE_OPEN=Open SoundFrame.FILE_MISSING=File not found.\n\ Please verify the correct file name was given.

PathFrame.NAME=Name: PathFrame.X=X: PathFrame.Y=Y: PathFrame.SP=sp: PathFrame.ADD=Add PathFrame.INSERT=Insert PathFrame.DELETE=Delete PathFrame.SMOOTH=Smooth PathFrame.CLOSED=Closed PathFrame.PRECISION=Precision: PathFrame.SNAP_X=Snap X: PathFrame.SNAP_Y=Snap Y: PathFrame.GRID=Grid PathFrame.NO_ROOM=<no room>

ScriptFrame.NAME=Name: ScriptFrame.EDIT=Edit

FontFrame.NAME=Name: FontFrame.FONT=Font: FontFrame.SIZE=Size: FontFrame.BOLD=Bold FontFrame.ITALIC=Italic FontFrame.ANTIALIAS=AntiAlias FontFrame.AA0=Off FontFrame.AA1=1 FontFrame.AA2=2 FontFrame.AA3=3 FontFrame.CHARRANGE=Character Range FontFrame.TO=to FontFrame.NORMAL=Normal FontFrame.ALL=All FontFrame.DIGITS=Digits FontFrame.LETTERS=Letters FontFrame.PREVIEW=Preview: FontFrame.PREVIEW_DEFAULT=AaBbCcDd FontFrame.SAVE=Save

SpriteFrame.NAME=Name: SpriteFrame.LOAD=Load SpriteFrame.LOAD_STRIP=Load from Strip SpriteFrame.SAVE=Save SpriteFrame.SHOW_BBOX=Show BBox SpriteFrame.PROPERTIES=Properties SpriteFrame.MASK=Mask SpriteFrame.SUBIMAGES=Subimages SpriteFrame.PRECISE=Precise SpriteFrame.RECTANGLE=Rectangle SpriteFrame.DISK=Disk (gm8) SpriteFrame.DIAMOND=Diamond (gm8) SpriteFrame.SMOOTH=Smooth Edges SpriteFrame.PRELOAD=Preload Texture SpriteFrame.TRANSPARENT=Transparency Pixel SpriteFrame.TRANSP_TIP=Bottom-left pixel determines transparent color SpriteFrame.ORIGIN=Origin SpriteFrame.X=X SpriteFrame.Y=Y SpriteFrame.CENTER=Center SpriteFrame.COLLISION=Collision Checking SpriteFrame.BBOX=Bounding Box SpriteFrame.AUTO=Automatic SpriteFrame.FULL=Full Image SpriteFrame.MANUAL=Manual SpriteFrame.LEFT=Left SpriteFrame.RIGHT=Right SpriteFrame.TOP=Top SpriteFrame.BOTTOM=Bottom SpriteFrame.WIDTH=Width: SpriteFrame.HEIGHT=Height: SpriteFrame.NO_OF_SUBIMAGES=Number of Subimages: SpriteFrame.CALC_TIP=Ctrl+Click to calculate SpriteFrame.CALC_CAPTION=Calculate speed SpriteFrame.CALC_ROOM_SPEED=Room Speed: SpriteFrame.CALC_IMAGE_SPEED=Image Speed: SpriteFrame.ANIM_SUBIMG=Subimage

SpriteFrame.ANIM_SPEED=<html>

Animation
Speed

</html>

SpriteStripDialog.TITLE=Load From Strip SpriteStripDialog.IMAGE_NUMBER=Number of images: SpriteStripDialog.IMAGES_PER_ROW=Images per row: SpriteStripDialog.CELL_WIDTH=Image (cell) width: SpriteStripDialog.CELL_HEIGHT=Image (cell) height: SpriteStripDialog.HOR_CELL_OFFSET=Horizontal cell offset: SpriteStripDialog.VERT_CELL_OFFSET=Vertical cell offset: SpriteStripDialog.HOR_PIXEL_OFFSET=Horizontal pixel offset: SpriteStripDialog.VERT_PIXEL_OFFSET=Vertical pixel offset: SpriteStripDialog.HOR_SEP=Horizontal cell separation: SpriteStripDialog.VERT_SEP=Vertical cell separation: SpriteStripDialog.IMPORT=Import SpriteStripDialog.CANCEL=Cancel

TimelineFrame.NAME=Name: TimelineFrame.ADD=Add TimelineFrame.CHANGE=Change TimelineFrame.DELETE=Delete TimelineFrame.DUPLICATE=Duplicate TimelineFrame.SHIFT=Shift TimelineFrame.MERGE=Merge TimelineFrame.CLEAR=Clear TimelineFrame.SAVE=Save TimelineFrame.MOMENTS=Moments: TimelineFrame.ACTIONS=Actions: TimelineFrame.MOM_NUM=Moment Number: TimelineFrame.MOM_CONFIRM=Are you sure? TimelineFrame.MOM_EXIST=Moment already exists. TimelineFrame.MOM_ADD=Add a Moment TimelineFrame.MOM_CHANGE=Change a Moment TimelineFrame.MOM_DUPLICATE=Duplicate a Moment TimelineFrame.MOM_DELETE=This moment still has actions. Delete anyways? TimelineFrame.MOM_CLEAR=Remove all Moments? TimelineFrame.MOM_SHIFT=Shift Moments TimelineFrame.MOM_MERGE=Merge Moments TimelineFrame.MOM_START=From Moment: TimelineFrame.MOM_END=To Moment: TimelineFrame.MOM_AMOUNT=By amount:

GmObjectFrame.NAME=Name: GmObjectFrame.SPRITE=Sprite GmObjectFrame.EVENTS=Events: GmObjectFrame.ACTIONS=Actions: GmObjectFrame.NEW=New GmObjectFrame.EDIT=Edit GmObjectFrame.VISIBLE=Visible GmObjectFrame.SOLID=Solid GmObjectFrame.DEPTH=Depth: GmObjectFrame.ADD_EVENT=Add Event GmObjectFrame.REP=Rep GmObjectFrame.REPLACE_EVENT=Replace Event GmObjectFrame.DUP=Dup GmObjectFrame.DUPLICATE_EVENT=Duplicate Event GmObjectFrame.DELETE=Delete GmObjectFrame.DELETE_EVENT=Delete Event GmObjectFrame.ERROR=Error GmObjectFrame.PERSISTENT=Persistent GmObjectFrame.NO_SPRITE=<no sprite> GmObjectFrame.NO_PARENT=<no parent> GmObjectFrame.SAME_AS_SPRITE=<same as sprite> GmObjectFrame.LOOPING_PARENTS=Setting this parent will create a loop in the hierarchy GmObjectFrame.PARENT=Parent: GmObjectFrame.MASK=Mask: GmObjectFrame.INFO=Show Information GmObjectFrame.SAVE=Save

BackgroundFrame.NAME=Name: BackgroundFrame.WIDTH=Width: BackgroundFrame.HEIGHT=Height: BackgroundFrame.EDIT=Edit Background BackgroundFrame.TRANSPARENT=Transparent BackgroundFrame.SMOOTH=Smooth edges BackgroundFrame.PRELOAD=Preload Texture BackgroundFrame.USE_AS_TILESET=Use as tileset BackgroundFrame.SAVE=Save BackgroundFrame.TILE_PROPERTIES=Tile Properties BackgroundFrame.TILE_WIDTH=Tile Width: BackgroundFrame.TILE_HEIGHT=Tile Height: BackgroundFrame.H_OFFSET=Horizontal Offset: BackgroundFrame.V_OFFSET=Vertical Offset: BackgroundFrame.H_SEP=Horizontal Sep: BackgroundFrame.V_SEP=Vertical Sep:

RoomFrame.STAT_X=x: RoomFrame.STAT_Y=y: RoomFrame.STAT_ID=id: RoomFrame.STAT_OBJECT=object: RoomFrame.STAT_TILESET=tileset: RoomFrame.TAB_OBJECTS=objects RoomFrame.TAB_SETTINGS=settings RoomFrame.TAB_TILES=tiles RoomFrame.TAB_BACKGROUNDS=backgrounds RoomFrame.TAB_VIEWS=views RoomFrame.SAVE=Save

  1. Code Editor

RoomFrame.TITLE_FORMAT_CREATION={0} Creation code

  1. Objects

RoomFrame.OBJ_UNDERLYING=Delete underlying RoomFrame.OBJ_INSTANCES=Edit Instance RoomFrame.OBJ_ADD=Add RoomFrame.OBJ_DELETE=Delete RoomFrame.OBJ_LOCKED=Locked RoomFrame.OBJ_X=X: RoomFrame.OBJ_Y=Y: RoomFrame.OBJ_CODE=Instance Creation Code RoomFrame.INSTANCE=Instance {0} RoomFrame.NO_OBJECT=<no object>

  1. Settings

RoomFrame.NAME=Name: RoomFrame.CAPTION=Caption for the room: RoomFrame.WIDTH=Width: RoomFrame.HEIGHT=Height: RoomFrame.SPEED=Speed: RoomFrame.PERSISTENT=Persistent RoomFrame.CREATION_CODE=Creation Code RoomFrame.GRID_VISIBLE=Grid RoomFrame.GRID_ISOMETRIC=Isometric RoomFrame.GRID=Grid RoomFrame.GRID_X=X: RoomFrame.GRID_Y=Y: RoomFrame.GRID_W=W: RoomFrame.GRID_H=H: RoomFrame.SHOW=Show RoomFrame.SHOW_OBJECTS=Objects RoomFrame.SHOW_TILES=Tiles RoomFrame.SHOW_BACKGROUNDS=Backgrounds RoomFrame.SHOW_FOREGROUNDS=Foregrounds RoomFrame.SHOW_VIEWS=Views

  1. Tiles

RoomFrame.TILE_ADD=Add RoomFrame.TILE_EDIT=Edit RoomFrame.TILE_BATCH=Batch RoomFrame.TILE_UNDERLYING=Delete underlying RoomFrame.TILE_DELETE=Delete RoomFrame.TILE_LOCKED=Locked RoomFrame.TILESET=Tileset RoomFrame.TILESET_X=X: RoomFrame.TILESET_Y=Y: RoomFrame.TILE=Tile RoomFrame.TILE_X=X: RoomFrame.TILE_Y=Y: RoomFrame.TILE_LAYER=Depth:

  1. Backgrounds

RoomFrame.DRAW_COLOR=Draw background color RoomFrame.COLOR=Color: RoomFrame.BACK=Background RoomFrame.BACK_VISIBLE=Visible RoomFrame.BACK_FOREGROUND=Foreground RoomFrame.BACK_TILE_HOR=Tile Hor. RoomFrame.BACK_TILE_VERT=Tile Vert. RoomFrame.BACK_STRETCH=Stretch RoomFrame.BACK_X=X RoomFrame.BACK_Y=Y RoomFrame.BACK_HSPEED=Horizontal Speed: RoomFrame.BACK_VSPEED=Vertical Speed: RoomFrame.NO_BACKGROUND=<no background>

  1. Views

RoomFrame.ENABLE_VIEWS=Enable the use of Views RoomFrame.VIEW=View RoomFrame.VIEW_ENABLED=Visible when room starts RoomFrame.VIEW_IN_ROOM=View in room RoomFrame.VIEW_X=X: RoomFrame.VIEW_Y=Y: RoomFrame.VIEW_W=W: RoomFrame.VIEW_H=H: RoomFrame.PORT=Port on screen RoomFrame.PORT_X=X: RoomFrame.PORT_Y=Y: RoomFrame.PORT_W=W: RoomFrame.PORT_H=H: RoomFrame.FOLLOW=Object following RoomFrame.VIEW_HORIZONTAL=Horizontal RoomFrame.VIEW_VERTICAL=Vertical RoomFrame.VIEW_BORDER=Border RoomFrame.VIEW_SPEED=Speed

RoomEditor.LOCKED=Locked RoomEditor.CREATION_CODE=Creation Code...

ActionFrame.SAVE = Save ActionFrame.DISCARD = Cancel ActionFrame.APPLIES = Applies to ActionFrame.SELF = Self ActionFrame.OTHER = Other ActionFrame.OBJECT = Object: ActionFrame.UNKNOWN = <Argument {0}>: ActionFrame.RELATIVE = Relative ActionFrame.NOT = Not ActionFrame.KEEPCHANGES=Changes have been made to {0}. Keep the changes? ActionFrame.KEEPCHANGES_TITLE=Action Changed ArgumentComponent.NO_SELECTION = <no {0}> ArgumentComponent.SPRITE = sprite ArgumentComponent.SOUND = sound ArgumentComponent.BACKGROUND = background ArgumentComponent.PATH = path ArgumentComponent.SCRIPT = script ArgumentComponent.OBJECT = object ArgumentComponent.ROOM = room ArgumentComponent.FONT = font ArgumentComponent.TIMELINE = linea de tiempo

EventFrame.TITLE=Event Selector EventFrame.ADD=Add EventFrame.REPLACE=Replace EventFrame.NO_LINK=<no link> EventFrame.OBJECT_WINDOW=Object Window: EventFrame.FUNCTION=Function EventFrame.DUPLICATE=Duplicate EventFrame.KEYPAD=Keypad EventFrame.DIGITS=Digits EventFrame.LETTERS=Letters EventFrame.FUNCTION_KEYS=Function Keys EventFrame.OTHERS=Others EventFrame.GLOBAL_MOUSE=Global Mouse EventFrame.JOYSTICK_1=Joystick 1 EventFrame.JOYSTICK_2=Joystick 2 EventFrame.USER_DEFINED=User Defined