[general] name=English customfont=0 [texts] main_continue=Continue playing settings=Settings main_custom=Play levels main_editor=Level editor credits=Credits main_exit=Exit the game main_version=Version settings_colon=Settings: ingame_victory=Congratulations! ingame_clear=Map clear! ingame_complete=Map complete! ingame_infiniteloop=Infinite loop ingame_toocomplex=Too complex! resume=Resume restart=Restart return=Return pause_returnmap=Return to map pause_returnmain=Return to menu pause_returneditor=Return to editor pause_returnplaylevels=Return to level list pause_reportlevel=Report level settings_music=Music volume: settings_sound=Sound volume: settings_repeat=Input repeat delay: settings_repeat_m=Movement delay: controls=Controls settings_language=Language setup lang_setup=Pick the language you wish to use: settings_fullscreen=Toggle fullscreen settings_grid=Enable grid settings_wobble=Disable wobble effect settings_particles=Disable particle effects settings_shake=Disable screenshake settings_palette=Force high-contrast colours settings_blinking=Prevent blinking colours settings_restart=Do not prompt on restart settings_zoom=Zoom mode: zoom1=None zoom2=Default zoom3=Stretch please_restart=This option requires restarting the game. lang_restart=Are you sure? The game will restart if you pick 'Yes'. controls_setup=Control setup: controls_noconnectedgamepad=No connected gamepad found. controls_gamepadname=Gamepad name: controls_unknowngamepad=Unknown gamepad controls_detectgamepad=Detect gamepad controls_gamepadsetup=Gamepad setup controls_defaultgamepad=Default gamepad controls controls_keysetup=Keyboard setup controls_defaultkey=Default keyboard controls controls_disablegamepad_off=Disable gamepad input controls_disablegamepad_on=Enable gamepad input controls_disablestick=Disable analog sticks move=Move move2=Move 2 idle=Wait undo=Undo controls_restart=Restart confirm=Confirm pause=Pause right=Right up=Up left=Left down=Down controls_pressany=Press any key... restart_confirm=Are you sure you want to restart? restart_tip=You can disable this prompt in the settings no=No yes=Yes cancel=Cancel undefined=Undefined none=None restart_confirm_m=Restart? restart_tip_m_1=You can disable this restart_tip_m_2=Prompt in the settings enterlevel_multiple=Select the level you want to enter: enterlevel_multiple_m=Select the level: slot=Slot slots_select=Select the save slot: slots_erase=Erase a slot erase_select=Select the save slot to erase: erase_confirm=Are you sure you want to erase this slot? erase_tip=(All saved data in this slot will be lost!) erase_confirm_mobile=Really erase this slot? erase_tip_mobile=(All saved data will be lost!) intro_confirm=Do you want to watch the intro? main_start=Start the game slot_current=Current save slot: slot_change=Switch save slot world_unknown=Unnamed levelpack mobile_tuto1a=Swipe your finger in a direction to move. mobile_tuto1b=Hold your finger still to wait. mobile_tuto1c=Tap and hold with two fingers to undo. mobile_tuto2a=Swipe to move the level mobile_tuto2b=selector and select a level to play. mobile_tuto2c=Tap and hold to enter the level. ending=Thank you for playing! rules=Rules level=Level rules_colon=Rules: level_colon=Level: customlevels_pack=Select the levelpack you want to play: customlevels_single=Select the level you want to play: customlevels_play_singular=Play custom levels customlevels_play_pack=Play levelpacks customlevels_play_get=Get new levels customlevels_play_getlist=Level history customlevels_play_changename=Change slot name customlevels_play_eraseslot=Erase saved data on slot customlevels_play_eraseslot_tip=(This will erase save data for levelpacks and custom levels!) customlevels_pack_emptysave=No save data customlevels_delete=Delete customlevels_forget=Erase save customlevels_deleteconfirm_single=Are you sure you want to delete this level? customlevels_deleteconfirm_pack=Are you sure you want to erase save data for this levelpack? customlevels_get=Level found! customlevels_get_save=Save the level customlevels_get_nosave=Play now, don't save customlevels_get_cancel=Nevermind customlevels_get_fail=Failed to download level customlevels_get_fail_reason=Error: customlevels_get_saved=Level saved! customlevels_get_play=Play the level customlevels_get_levellist=View custom levels customlevels_get_wait=Downloading... customlevels_getlist=Previously viewed levels: customlevels_getlist2=(Click to download & copy to clipboard) customlevels_getlist_download=Downloaded levels: customlevels_getlist_upload=Uploaded levels: playlevels_get_featured=Featured levels playlevels_get_featured_colon=Featured levels: playlevels_get_new=Newest levels playlevels_get_code=Use level code playlevels_featured_fail=Failed to get level list playlevels_featured_fail_reason=Error: playlevels_featured_wait=Retrieving level list... reportlevel_confirm=Are you sure you want to report this level? reportlevel_success=Level successfully reported! reportlevel_fail=Level reporting failed. reportlevel_ok=Return credits_designetc=Design, code etc credits_audio=Music & sfx credits_audioconsult=Audio consultants credits_porting=Porting credits_testers=Testers credits_translation=Translation credits_help=Help and suggestions credits_thanks=Thanks credits_gamejams=Game jams in general credits_indies=Several other indie communities credits_dogs=Good dogs credits_dogs2=also other dogs credits_specialthanks=Special thanks credits_anni1=Encouragement, feedback & support credits_anni2=throughout the project credits_lukas1=Tons and tons of help and support credits_lukas2=over the years credits_mokesmoe1=Feedback, design help and credits_mokesmoe2=general helpfulness galore credits_alan1=Feedback and help with design & credits_alan2=indie business credits_music=Music made using credits_musicby=made by credits_mmfby=made by credits_sound=Sounds and instruments made using credits_audacity=The Audacity team credits_freesound=Sounds from freesound.org: credits_extensions=MMF2 extensions used: credits_madeusing=This game was made using credits_words=Word ideas pluralby=by singularby=by by=by credits_thankyou=Thank you for playing! intro_mp2=Ported by $4,1MP2 Games intro_mmf2=Made using $4,1Multimedia Fusion 2$0,3 by Clickteam intro_madeby=A game by $4,1Arvi Teikari intro_charity=$4,110% $0,3of the developer's personal income goes to $2,4effective charity intro_hold=Hold to skip the intro image_desc_1=A very early version of the game. image_desc_2=Mockups made while figuring out the artstyle. image_desc_3=Early tests for different palettes. image_desc_4=A very early version of the map. image_desc_5=How the map was supposed to be laid out. image_desc_6=First iterations of a non-abstract world map. image_desc_7=Trying to figure out the pulling mechanic. image_desc_8=Watercolour - Title image_desc_9=Watercolour - Space image_desc_10=Watercolour - Keke image_desc_11=Sudden inspiration led to a three-eyed Baba. image_desc_12=The pushing system was very hard to construct. image_desc_13=Some to-do notes, in Finnish! image_desc_14=A mockup of the map. image_desc_15=Trying to plot out the 'default' objects. image_desc_16=A flowchart for seeing which levels are 'related'. editor_start_title=Welcome to the level editor! editor_start_level=Edit custom levels... editor_start_world=Edit levelpacks... editor_start_settings=Help & general settings editor_settings_controls=Editor control settings editor_settings_advanced=Enable advanced words editor_settings_mod=Enable extended features editor_settings_tips=Disable gamepad button hints editor_settings_tips_n=Disable button hints editor_settings_slide=Disable editor visual effects editor_settings_help=Tutorials and shortcuts editor_settings_music=Disable custom editor music editor_settings_hotkeys=View list of editor shortcuts editor_settings_defaultpad=Default gamepad controls editor_tutorial1=Lesson 1: Overview editor_tutorial2=Lesson 2: Level editing editor_tutorial3=Lesson 3: Editor tools editor_tutorial4=Lesson 4: Object palette editor_tutorial5=Lesson 5: Level settings editor_tutorial6=Lesson 6: Uploading a level editor_tutorial7=Lesson 7: Downloading levels editor_tutorial8=Lesson 8: Advanced shortcuts editor_tutorial9=Lesson 9: Tips for level design editor_tutorial10=Lesson 10: Defeating the dragon editor_newworld=Create a new levelpack editor_editworld=Select the levelpack you want to edit: editor_editworld_none=No levelpacks found editor_setfirstlevel=Set first level editor_setdefaultlevel=Set default level editor_entername=Enter the name editor_levellist_return=Return to editor menu editor_levellist_returnworld=Return to levelpack list editor_levellist_new=Create a new level editor_levellist_edit=Select the level you want to edit: editor_levellist_page=Page: editor_levellist_setstart=Set first level editor_levellist_setauthor=Change author editor_levellist_setname=Change name editor_levellist_setmap=Set world map editor_levellist_levels=Custom levels editor_levellist_sort=Sort by name editor_levellist_sorttypes=Sort by type editor_levellist_search=Search editor_levellist_removesearch=Remove search editor_mainmenu=Menu editor_editormenu=Editor menu editor_objectlist=Objects editor_settingsmenu=Settings editor_changelayer=Change layer editor_l1=L1 editor_l2=L2 editor_l3=L3 editor_savelevel=Save editor_addlevel=Add level editor_setcursor=Set cursor editor_addpath=Place path editor_setpath=Path setup editor_undo=Undo editor_swap=Swap editor_testlevel=Test level editor_test=Test editor_brush_normal=Objects editor_brush_level=Levels editor_brush_path=Paths editor_brush_special=Special editor_objectlist_add=New object editor_objectlist_remove=Remove object editor_objectlist_editobject=Edit object editor_objectlist_pairs_yes=List everything editor_objectlist_pairs_no=Stack pairs tooltip_currobjlist_add=Add a new object to your palette tooltip_currobjlist_remove=Remove an object from your palette tooltip_currobjlist_editobject=Edit an object's details tooltip_currobjlist_dopairs=Switch between showing all objects or pairing them with their words tooltip_currobjlist_tool_normal=Drawing tool tooltip_currobjlist_tool_line=Line tool tooltip_currobjlist_tool_rectangle=Hollow rectangle tool tooltip_currobjlist_tool_fillrectangle=Filled rectangle tool tooltip_currobjlist_tool_fill=Flood fill tool tooltip_currobjlist_tool_erase=Eraser tooltip_currobjlist_tool_select=Selection tool tooltip_currobjlist_search_edit=Search objects by name tooltip_currobjlist_search_remove=Remove search tooltip_currobjlist_search_tags=Filter objects with tags tooltip_currobjlist_return=Return to main editor view tooltip_currobjlist_swap=Switch between objects and their words tooltip_currobjlist_dir_right=Placed objects will face right tooltip_currobjlist_dir_up=Placed objects will face up tooltip_currobjlist_dir_left=Placed objects will face left tooltip_currobjlist_dir_down=Placed objects will face down tooltip_quickmenu_editorsettingsmenu=Adjust level settings (name, palette, music, ...) tooltip_quickmenu_editormenu=Upload the level, return to level list, delete level and so on tooltip_editor_menu=Upload the level, return to level list, delete level and so on tooltip_editor_settingsmenu=Adjust level settings (name, palette, music, ...) tooltip_editor_objects=Pick, edit, add and remove objects on the object palette tooltip_editor_save=Save the level tooltip_editor_undo=Undo your missteps tooltip_editor_swap=Switch between objects and their word counterparts tooltip_editor_layer=Change between layers tooltip_editor_test=Test the level as it is now tooltip_editor_menu_test=Do a test run of the level as it is now tooltip_editor_menu_upload=Upload the level to the internet! It must be winnable to do this tooltip_editor_menu_theme=Use a preset for the level's object palette and settings. Will clear the level tooltip_editor_menu_return=Return to the list of levels. Any unsaved changes will be lost tooltip_editor_menu_returnfull=Return to the level editor main menu. Any unsaved changes will be lost tooltip_editor_menu_delete=Delete the level entirely. Can't be reverted! tooltip_editor_menu_copy=Make an identical copy of this level (the copy will have a number next to its name) buttons_editor_move=Move buttons_editor_rotate=Rotate buttons_editor_place=Place buttons_editor_copy=Copy buttons_editor_drag=Drag buttons_editor_undo=Undo buttons_editor_scrollleft_hotbar=< Quickbar buttons_editor_scrollright_hotbar=Quickbar > buttons_editor_scrollleft_tool=< Tool buttons_editor_scrollright_tool=Tool > buttons_editor_currobjlist=Object palette buttons_editor_quickmenu=Quick menu buttons_editor_swap=Swap buttons_editor_scrollleft_layer=< Layer buttons_editor_scrollright_layer=Layer > buttons_editor_moveall=Move all buttons_editor_altpress=More actions buttons_editor_cut=Cut buttons_editor_lock=Lock slot buttons_editor_showdir=Show dirs buttons_editor_autopick=Pick by string buttons_editor_pickempty=Pick empty buttons_editor_selection_rotate_right=Rotate > buttons_editor_selection_rotate_left=< Rotate buttons_editor_selection_mirror=Mirror buttons_editor_selection_flip=Flip buttons_editor_selection_place=Place buttons_editor_selection_cancel=Cancel buttons_editor_selection_ignore=Ignore empty buttons_editor_emptytile=Clear buttons_editor_empty_hotbar=Empty slot buttons_editor_test=Test level buttons_editor_save=Save level editor_toolindicator_eraser=Q - Pick empty editor_saved=Level saved! buttons_currobjlist_move=Move buttons_currobjlist_select=Select buttons_currobjlist_swap=Swap buttons_currobjlist_drag=Drag buttons_currobjlist_tooltip=Tooltip buttons_currobjlist_scrollleft=< Toolbar buttons_currobjlist_scrollright=Toolbar > buttons_currobjlist_closemenu=Close menu buttons_currobjlist_tags=Tags buttons_currobjlist_remove=Remove buttons_currobjlist_edit=Edit buttons_currobjlist_addnew=Add buttons_currobjlist_search=Search buttons_currobjlist_autoadd=Add by string buttons_currobjlist_removesearch=Stop search editor_objectlist_object=Normal objects editor_objectlist_text=Text objects editor_objectlist_verb=Verbs editor_objectlist_quality=Qualities editor_objectlist_conditional=Conditionals editor_objectlist_special=Special text editor_objectlist_objlist=Object list editor_objectlist_result=Search for editor_objectlist_tag=Tag: editor_objectlist_tags=Tags: editor_objectlist_tags_select=Tags editor_objectlist_tags_cleartags=Clear tags editor_objectlist_search_edit=Edit search editor_objectlist_search_remove=Remove search editor_objectlist_search_none=No search or tags applied editor_objectlist_page=Page: editor_objectlist_nothing=Pick nothing editor_level_levelsetup=Level setup editor_level_leveltarget=Which level this leads to: editor_level_iconcolour=Icon colour: editor_level_setcolour=Set colour editor_level_setclearcolour=Set clear colour editor_level_initialstate=Initial state: editor_level_initialstate_hidden=Hidden editor_level_initialstate_normal=Normal editor_level_initialstate_opened=Opened editor_level_levelsymbol=Symbol style: editor_level_levelsymbol_none=None editor_level_levelsymbol_numbers=Numbers editor_level_levelsymbol_text=Text editor_level_levelsymbol_dots=Dots editor_level_levelsymbol_symbol=Symbol: editor_level_remove=Remove editor_path_settings=Path settings editor_path_pathstate=Select initial path state editor_path_pathstate_hidden=Hidden editor_path_pathstate_visible=Visible editor_path_object=Path object: editor_path_locked=Is this path locked? editor_path_locked_levels=Level clears editor_path_locked_maps=Map clears editor_path_locked_orbs=Orbs editor_path_locked_loclevels=Local clears editor_menu_close=Close menu editor_menu_return=Return to level list editor_menu_returnfull=Return to main editor menu editor_menu_test=Test level editor_menu_themes=Themes... editor_menu_delete=Delete level editor_menu_upload=Upload level editor_menu_copy=Copy level editor_unsaved_confirm=There may be unsaved changes. Are you sure? editor_delete_confirm=Really remove this level? editor_copy_confirm=Are you sure you wish to copy this level? editor_copy_confirm_name=The copy will be called editor_copy_done=Level copied successfully! editor_theme_edit=Select the theme you want to edit: editor_theme_use=Select the theme you want to use: editor_theme_warning=Note! Changing the theme will erase all current objects editor_theme_return=Return to level setup editor_theme_load=Load a theme editor_theme_load_confirm=Are you sure you want to load this theme? editor_theme_load_confirm_hint=Note! This will erase everything in the level! editor_theme_load_confirm_newlevel=Do you want to load a theme for this level? editor_theme_themeload=Select the theme you want to load: editor_theme_save=Save current theme editor_theme_save_confirm=That theme already exists. Overwrite? editor_theme_delete=Delete a theme editor_theme_delete_confirm=Are you sure you want to delete this theme? editor_theme_themedelete=Select the theme you want to delete: editor_theme_none=There are no themes available editor_theme_done=Start editing editor_levelmenu_name=Name: editor_levelmenu_rename=Rename level editor_levelmenu_music=Music: editor_levelmenu_changemusic=Change music editor_levelmenu_author=Author: editor_levelmenu_changeauthor=Change author editor_levelmenu_subtitle=Subtitle: editor_levelmenu_subtitle_none=None editor_levelmenu_changesubtitle=Change subtitle editor_levelmenu_particles=Effect: editor_levelmenu_changeparticles=Change effect editor_levelmenu_palette=Palette: editor_levelmenu_changepalette=Change palette editor_levelmenu_levelsize=Level size: editor_levelmenu_levelwidth=Width editor_levelmenu_levelheight=Height editor_levelmenu_changelevelsize=Change level size editor_levelmenu_disableparticles=Disable particle effects editor_levelmenu_disableruleeffect=Disable rule effect editor_levelmenu_disableshake=Disable screenshake editor_levelmenu_autodelay='Level Is Auto' delay: editor_levelmenu_mapsetup=Map settings editor_music_select=Select the music you want to use: editor_music_none=No music found editor_particles_select=Select the background effect you want to use: editor_particles_none=No background effects found editor_palette_select=Select the palette you want to use: editor_palette_none=No palettes found editor_levelsize_width=Adjust level width: editor_levelsize_height=Adjust level height: editor_levelsize_quick=Predefined options: editor_levelsize_apply=Apply new size editor_upload_confirm=Are you sure you want to upload this level? editor_upload_confirm_note=(You will need to solve the level to upload it) editor_upload_name=$2,4Level name: editor_upload_author=$2,4Author: editor_upload_subtitle=$2,4Subtitle: editor_upload_uploading=Uploading... editor_upload_done=Upload successful! Your level code is: editor_upload_failed=Upload failed. Reason: editor_upload_copy=Copy code to clipboard editor_upload_copyhint=You can find old codes in the "Play levels" -menu author=Author noauthor=Unknown author editor_map_leveltype=Select level type: editor_map_level=Level editor_map_map=Map editor_map_clearlimit=Levels needed to clear: editor_map_clearlimit_hint=(Zero -> Unclearable) editor_map_mapicon=Map icon setup editor_map_returnto=Level to return to after beating: editor_map_parentlevel=Parent level editor_map_winlevel=Victory editor_map_selectlevel=Select a level editor_objectsetup_palette=Change palette... editor_objectsetup_select=Select the object you wish to edit editor_object_sprite=Change sprite... editor_object_name=Change name... editor_object_name_invalid=That name couldn't be used. editor_object_type=Change type... editor_object_colour=Object colour options: editor_object_colour_onlybase=Change colour editor_object_colour_base=Base colour editor_object_colour_active=Active colour editor_object_colour_select=What colour should this object use? editor_object_animation=Animation style: editor_object_animation_none=None editor_object_animation_dirs=Directions editor_object_animation_anim=Animated editor_object_animation_animdirs=Anim. directions editor_object_animation_character=Character editor_object_animation_tiled=Tiled editor_object_text_type=Text type: editor_object_text_manualtype=Manual text type selection: editor_object_zlevel=Z level: editor_object_reset=Reset all values editor_spritelist_title=Select the sprite you want to use: editor_spritelist_none=No sprites found! editor_spritelist_page=Page: editor_tool_normal=Freeform editor_tool_line=Line editor_tool_rectangle=Rectangle editor_tool_fillrectangle=Filled rect. editor_tool_fill=Flood fill mapid_extra=Extra tag_text=Word tag_text_verb=Word - Verb tag_text_quality=Word - Quality tag_text_condition=Word - Condition tag_text_prefix=Word - Prefix tag_text_special=Word - Special tag_text_letter=Letter particles_none=None particles_bubbles=Bubbles particles_soot=Soot particles_sparks=Sparks particles_dust=Dust particles_snow=Snow particles_clouds=Clouds particles_smoke=Smoke particles_pollen=Pollen particles_stars=Stars particles_glitter=Glitter particles_leaves=Leaves particles_rain=Rain music_baba=Baba music_burn=Autumn music_cave=Cavern music_crystal=Crystal music_editor=Tinker music_ending=Ending music_factory=Factory music_float=Underwater music_forest=Forest music_garden=Garden music_map=Map music_menu=Theme music_mountain=Snowy music_noise=Empty music_ruin=Ruins music_stars=Space music_editorsong=Editor music_nothing=Nothing music_rain=Rain music_scary=Spooky music_space=Jamming palettes_abstract=Green palettes_autumn=Autumn palettes_contrast=High-contrast palettes_crystal=Crystal palettes_default=Default palettes_factory=Factory palettes_garden=Garden palettes_marshmallow=Fluffy palettes_mono=Greyscale palettes_mountain=Cold palettes_ocean=Underwater palettes_ruins=Ruins palettes_space=Space palettes_swamp=Swamp palettes_test=Ominous palettes_variant=Vibrant palettes_volcano=Fiery themes_underwater=Underwater themes_cavern=Cavern themes_autumn=Autumn themes_factory=Factory themes_ruins=Ruins themes_forest=Forest themes_space=Space themes_garden=Garden themes_mountain=Mountain themes_default=Default themes_rainy=Rainy day themes_spooky=Spooky themes_crystal=Crystal cave themes_town=Town themes_abstract=Abstract namegiving_newworldname=Enter the name of the levelpack: namegiving_changelevelname=Enter the new name of the level: namegiving_newlevelname=Enter the name of the level: namegiving_changeunitname=Enter the new name of the object: namegiving_changeunittype=Enter the new type of the object: namegiving_newthemename=Enter the name of the theme: namegiving_objectsearchstring=Search the object list for: namegiving_levelauthor=Enter the name of the level author: namegiving_worldauthor=Enter the name of the levelpack author: namegiving_changeworldname=Enter the new name of the levelpack: namegiving_downloadcode=Enter the level code (XXXX-YYYY): namegiving_levelsearchstring=Search the level list for: namegiving_spritesearchstring=Search the sprite list for: namegiving_slotname=Enter the name of this save slot: namegiving_subtitle=Enter the subtitle you want to use: namegiving_editor_autopick=Enter the words to pick: namegiving_currobjlist_autoadd=Enter the word to add: hotkeys_editor_category_editor=Editor shortcuts hotkeys_editor_category_currobjlist=Object p. shortcuts hotkeys_editor_category_levellist=Level list shortcuts hotkeys_editor_keyboard=For keyboard hotkeys_editor_gamepad=For gamepad hotkeys_editor_rotate=Arrow keys: rotate objects hotkeys_editor_copy=Right click/Shift + Left click: copy object hotkeys_editor_cut=Middle click: cut object hotkeys_editor_quickbar_scroll=Mousewheel: scroll quickbar hotkeys_editor_quickbar_lock=Right click on quickbar: lock/unlock slot hotkeys_editor_quickbar_reset=Middle click on quickbar: clear quickbar slot hotkeys_editor_swap=Control + mousewheel: swap between objects and words hotkeys_editor_changetool=Shift + mousewheel: switch tools hotkeys_editor_changelayer=Control + 1/2/3: change layer hotkeys_editor_pickis=I: pick Is hotkeys_editor_pickand=U: pick And hotkeys_editor_picknot=Y: pick Not hotkeys_editor_pickempty=Q: pick empty space hotkeys_editor_massdir=F: show directions of all objects hotkeys_editor_moveall=WASD: move all objects hotkeys_editor_rotateselection=Right/Left arrow: rotate selection hotkeys_editor_flipselection=Up/Down arrow: mirror/flip selection hotkeys_editor_altselection=Shift + Left click with selection: ignore empty tiles hotkeys_editor_opencurrobjlist=Tab: open object palette hotkeys_editor_openeditormenu=Escape: open level menu hotkeys_editor_openeditorsettingsmenu=F1: open level settings hotkeys_editor_testlevel=F3: test level hotkeys_editor_undo=Control + Z: undo hotkeys_editor_save=Control + S: save hotkeys_editor_deleteall=Control + Delete: empty level hotkeys_editor_addobject=R: add new object to palette hotkeys_editor_return=Backspace: return to level list hotkeys_editor_drag=Control + Left mouse: drag object hotkeys_editor_editlevel=E when hovering over a level: start editing that level hotkeys_editor_quickaddlevel=Shift when placing a level: don't open level setup hotkeys_editor_restart=Control + F2: restart the game hotkeys_editor_windowsize=Left shift + 1/2/3: change window size (windowed only) hotkeys_editor_resetmapicon=Middle click in map icon menu: reset icon slot hotkeys_editor_cleartile=Control + Middle click: clear tile hotkeys_editor_autopick=F4: add words by string hotkeys_editor_gpad_rotate=@gamepad_editor_rotate: rotate objects hotkeys_editor_gpad_copy=@gamepad_editor_copy: copy object hotkeys_editor_gpad_cut=@gamepad_editor_altpress + @gamepad_editor_cut: cut object hotkeys_editor_gpad_swap=@gamepad_editor_altpress + @gamepad_editor_swap: swap between objects and words hotkeys_editor_gpad_drag=Hold @gamepad_editor_drag: drag object hotkeys_editor_gpad_emptytile=@gamepad_editor_altpress + @gamepad_editor_emptytile: clear tile (all layers) hotkeys_editor_gpad_changetool=@gamepad_editor_scrollleft_tool & @gamepad_editor_scrollright_tool: switch tools hotkeys_editor_gpad_changelayer=@gamepad_editor_scrollleft_layer & @gamepad_editor_scrollright_layer: change layer hotkeys_editor_gpad_quickbar_scroll=@gamepad_editor_scrollleft_hotbar & @gamepad_editor_scrollright_hotbar: scroll quickbar hotkeys_editor_gpad_quickbar_lock=@gamepad_editor_altpress + @gamepad_editor_lock: lock/unlock quickbar slot hotkeys_editor_gpad_quickbar_empty=@gamepad_editor_altpress + @gamepad_editor_empty_hotbar: empty quickbar slot hotkeys_editor_gpad_pickempty=@gamepad_editor_altpress + @gamepad_editor_pickempty: pick empty space hotkeys_editor_gpad_massdir=@gamepad_editor_altpress + @gamepad_editor_showdir: show directions of all objects hotkeys_editor_gpad_moveall=@gamepad_editor_moveall + @gamepad_editor_rotate: move all objects hotkeys_editor_gpad_rotateselection=@gamepad_editor_scrollleft_tool & @gamepad_editor_scrollright_tool: rotate selection hotkeys_editor_gpad_flipselection=@gamepad_editor_scrollleft_hotbar & @gamepad_editor_scrollright_hotbar: flip/mirror selection hotkeys_editor_gpad_altselection=@gamepad_editor_undo with selection: ignore empty tiles hotkeys_editor_gpad_opencurrobjlist=@gamepad_editor_currobjlist: open object palette hotkeys_editor_gpad_openquickmenu=@gamepad_editor_quickmenu: open quick menu hotkeys_editor_gpad_undo=@gamepad_editor_undo: undo hotkeys_editor_gpad_autopick=@gamepad_editor_altpress + @gamepad_editor_autopick: add words by string hotkeys_editor_gpad_save=@gamepad_editor_altpress + @gamepad_editor_quickmenu: save level hotkeys_editor_gpad_test=@gamepad_editor_altpress + @gamepad_editor_currobjlist: test level hotkeys_editor_gpad_altmove=@gamepad_editor_altpress + @gamepad_editor_rotate: move cursor hotkeys_currobjlist_swap=Mousewheel: swap between objects and words hotkeys_currobjlist_drag=Control + Left mouse: drag object hotkeys_currobjlist_leave=Tab/Escape: leave menu hotkeys_currobjlist_edit=Right click: edit object metadata hotkeys_currobjlist_remove=Control/Shift + Right click: remove object hotkeys_currobjlist_search=Letter keys: start search hotkeys_currobjlist_autoadd=F4: add objects by string hotkeys_objlist_quickadd=Control + left click in Object List: add object and keep browsing hotkeys_currobjlist_gpad_swap=@gamepad_currobjlist_swap: swap between objects and words hotkeys_currobjlist_gpad_drag=@gamepad_currobjlist_drag: drag object hotkeys_currobjlist_gpad_leave=@gamepad_editor_currobjlist: leave menu hotkeys_currobjlist_gpad_edit=@gamepad_currobjlist_edit: edit object metadata hotkeys_currobjlist_gpad_remove=@gamepad_currobjlist_remove: remove object hotkeys_currobjlist_gpad_search=@gamepad_currobjlist_search: start search hotkeys_currobjlist_gpad_add=@gamepad_currobjlist_addnew: add new object hotkeys_currobjlist_gpad_autoadd=@gamepad_currobjlist_autoadd: add objects by string hotkeys_levellist_search=Letter keys: start search hotkeys_levellist_leave=Escape: leave menu hotkeys_levellist_delete=Right click: remove level hotkeys_levellist_gpad_leave=@gamepad_editor_quickmenu: leave menu hotkeys_levellist_gpad_delete=@gamepad_editor_undo: remove level hotkeys_objlist_gpad_quickadd=@gamepad_editor_undo in Object List: add object and keep browsing hotkeys_objlist_gpad_search=@gamepad_editor_drag in Object List: start search hotkeys_levellist_gpad_search=@gamepad_editor_drag: start search hotkeys_currobjlist_gpad_removesearch=@gamepad_editor_scrollright_tool in Object Palette: remove search hotkeys_currobjlist_gpad_removesearch_alt=@gamepad_editor_copy outside Object Palette: remove search hotkeys_levellist_gpad_addnew=@gamepad_editor_currobjlist: add new level hotkeys_levellist_gpad_removesearch=@gamepad_editor_copy: remove search hotkeys_editor_gpad_altsave=@gamepad_editor_altpress + @gamepad_currobjlist_altsave: save hotkeys_editor_gpad_settings=@gamepad_currobjlist_settings: open level settings hotkeys_editor_gpad_menu=@gamepad_currobjlist_menu: open editor menu hotkeys_currobjlist_gpad_tags=@gamepad_currobjlist_tags: open tag list hotkeys_objlist_gpad_tags=@gamepad_currobjlist_tags in Object List: open tag list hotkeys_editor_category_misc=Misc 0level=Baba is you 0level_subtitle=Welcome to Baba Is You 100level=Love at first sight 101level=The heist 102level=Factory worker 104level=Tectonic movements 105level=Shuffle 106level=Map 106level_mapid=Map 107level=Assembly team 109level=Join the crew 10level=Affection 110level=Lava flood 111level=Aiming high 112level=Trio 115level=Heavy words 116level=What is baba? 117level=Hostile environment 118level=Floaty platforms 119level=Automaton 11level=Lonely flag 120level=Connector 122level=Tunnel 124level=Relaxing spot 125level=Heavy cloud 127level=Secret garden 128level=Reunion 129level=Further fields 130level=Overgrowth 132level=One-way entrance 134level=Dim signal 135level=Endless corridor 136level=Jelly throne 137level=Not there 138level=Even less there 139level=Cranny 13level=Babas are you 140level=Heavy fortification 141level=Scale 142level=Out at sea 143level=Apartment building 145level=Trick door 146level=Torn apart 148level=Tour 150level=Blockade 151level=Concrete goals 155level=Metacognition 156level=Keke and the star 15level=Novice locksmith 160level=Catch 163level=Automated doors 164level=Multitool 165level=Visiting Baba 166level=Burglary 167level=Alley 168level=Ultimate maze 169level=5. Deep forest 169level_mapid=Forest 16level=4. Forest of fall 16level_mapid=Fall 171level=Bridge building 172level=Bridge building? 173level=...Bridges? 174level=Dead end 175level=Broken 176level=Trapped 177level=1. The lake 177level_mapid=Lake 178level=Broken expectations 179level=9. Volcanic cavern 179level_mapid=Cavern 17level=Unreachable shores 180level=7. Flower garden 180level_mapid=Garden 182level=8. Chasm 182level_mapid=Chasm 188level=Triplets 189level=Now what is this? 18level=Entropy 191level=Moving floor 192level=Glitch 193level=Crumbling floor 194level=Haunt 195level=Solitude 196level=Hazel den 196level_subtitle=Made by Alan Hazelden 197level=Error 198level=The end 198level_mapid= 199level=Fragility 19level=Looking for a heart 1level=Where do i go? 200level=??? 200level_mapid=??? 201level=Horror story 203level=A way out? 203level_mapid=Finale 205level=Float 206level=3. Temple ruins 206level_mapid=Ruins 207level=2. Solitary island 207level_mapid=Island 209level=Lock 20level=Icy waters 210level=Two doors 211level=Submerged ruins 212level=Turns 215level=Evaporating river 216level=Platformer 217level=Sky hold 218level=Warm river 219level=Boiling river 21level=Rocky prison 220level=Crate square 221level=Grand stream 222level=Hidden relic 223level=Buried treasure 226level=The pit 227level=Mean fence 230level=Tag team 231level=VIP area 232level=10. Mountaintop 232level_mapid=Mountain 233level=Tiny pasture 234level=Victory spring 235level=Rocky road 236level=Changeless 238level=Hop 239level=Jump 23level=But where's the key 240level=Treasury 241level=Siege 242level=Sorting facility 243level=Slideshow 245level=Fragile existence 246level=Toolshed 247level=Turn the corner 248level=Supermarket 250level=Tense atmosphere 251level=Exercise hall 252level=BA 253level=AB 255level=Lunar gallery 257level=Not quite 25level=Floodgates 260level=Passing through 261level=Cleaning service 262level=Collaborative effort 263level=Crushers 264level=Depths 264level_mapid=Depths 265level=Living lands 266level=Pillarwork 268level=Insulation 269level=Fetching 26level=Ghost guard 270level=Backstage 271level=Salvage 272level=Parade 274level=Priority lane 275level=Security check 276level=Train 277level=The box 279level=Queue 280level=Wall 281level=Meteor strike 282level=ABC 282level_mapid=ABC 283level=Meta 283level_mapid=Meta 284level=Tangle 285level=Canister 286level=Getting together 286level_mapid=Secret 287level=Adventure 288level=Hot potato 289level=Acrobatics 28level=Factory 291level=Avalanche 292level=Breaking and entering 293level=Huh? 293level_mapid=Secret 294level=A prize well earned 294level_mapid=Secret 295level=Bramblevine 297level=Mutual feelings 298level=Delicate stars 299level=Hidden path 29level=Broken playground 2level=Still out of reach 300level=Cannon 302level=Booby trap 303level=Just no 304level=Center 304level_mapid= 305level=Gallery 305level_mapid= 306level=Orb 306level_mapid=Secret 307level=Scenic pond 308level=Deep pool 309level=The return of Scenic pond 30level=Crab storage 310level=Poem 313level=Stardrop 314level=Sunken temple 315level=Lovely house 317level=Straw 318level=Dungeon 319level=Research facility 31level=Elusive condition 320level=Another way 320level_mapid=Secret 321level=Secure cottage 322level=Majestic columns 323level=Power generator 324level=Existential crisis 325level=Friendless 326level=Orchestra pit 327level=Whoa 327level_mapid=Secret 33level=Love is out there 34level=Baba doesn't respond 35level=Leaf chamber 36level=Ghost friend 37level=Tiny pond 39level=Settlement 3level=Out of reach 40level=Dangerous garden 41level=Tiny isle 46level=Vital ingredients 47level=Peril at every turn 48level=The floatiest platforms 4level=Pillar yard 50level=Nearly 51level=Coronation 52level=Tunnel vision 54level=Skull house 56level=Walls of gold 57level=Patrol 58level=A present for you 59level=Condition 5level=Off limits 60level=Lonely sight 61level=Quarters 62level=Telephone 64level=Maritime adventures 65level=Prison 66level=Renovating 67level=Lock the door 68level=Wireless connection 69level=Keep out! 6level=Grass yard 70level=Skeletal door 71level=Perilous gang 72level=Double moat 75level=Fireplace 77level=Literacy 78level=? 78level_mapid=? 79level=Bottleneck 7level=Catch the thief! 80level=Please hold my key 82level=Guardians 84level=Whoops 85level=Canyon 86level=Lift 87level=6. Rocket trip 87level_mapid=Space 89level=Ruined orchard 8level=Locked in 90level=Volcano 91level=Jaywalkers united 92level=Adventurers 93level=Brick wall 94level=Thicket 95level=Mouse hole 96level=Harmony 97level=Baba fields 98level=Victory in the open 99level=Seeking acceptance 9level=Empty n1level=Baba has Keke n1level_subtitle=Made by Nicklas Nygren n2level=Castle disaster n2level_subtitle=Made by Nicklas Nygren t1level=Across t1level_subtitle=Made by Corey Martin editorbeta_warning_1a=Important: editorbeta_warning_1b=This program is meant to allow testing the upcoming official level editor for people who can't otherwise access it. It will be supported only up until the official editor releases in early 2021; after that it won't be updated anymore, and will eventually be unable to upload levels to the official servers. editorbeta_warning_1c=Also note that the editor contains spoilers! It's recommended that you beat at least the 10 levels on the main worldmap of the original game if you wish to avoid major spoilers. editorbeta_warning_1d=Apologies for this somewhat clunky method of access, and enjoy toying around with the editor! newadv_42level_1a=Welcome! newadv_42level_1b=These adventures showcase entirely new newadv_42level_1c=words and surprises. Have fun! newadv_42level_2a=Note though that these levels may newadv_42level_2b=assume that you know how the game works, newadv_42level_2c=so be warned! newadv_31level_1a=Good to know: newadv_31level_1b=Move downwards to switch which newadv_31level_1c=character you're controlling! newadv_180level_1a=Thank you for playing and newadv_180level_1b=supporting the game! We hope newadv_180level_1c=you enjoyed the ride! levelpack_museum_intro1a=Welcome to the Museum! levelpack_museum_intro1b=This is a showcase of old levelpack_museum_intro1c=and/or unused content. levelpack_museum_intro2a=Signs like these will tell you levelpack_museum_intro2b=interesting details about the levelpack_museum_intro2c=levels and the game's design! levelpack_museum_intro3a=Please enjoy your stay! levelpack_museum_intro3b=There may be spoilers if you levelpack_museum_intro3c=haven't beaten the original game. museum_10level_1a=One of the very first levels. museum_10level_1b=I think I ultimately felt museum_10level_1c=that it was too chaotic. museum_12level_1a=This is from the jam version! Quite museum_12level_1b=chaotic and aimless, and I had to museum_12level_1c=alter it a bit due to how the logic has changed. museum_13level_1a=Another level that was in the jam version. The museum_13level_1b=concept is really funny to me, but I never quite museum_13level_1c=figured out a good puzzle to do with it. museum_13level_2a=In the original version 'Empty Is Win' was intended museum_13level_2b=as the solution, I think. It took some time to realize museum_13level_2c=the full implications of the word, haha. museum_14level_1a=Possibly the first level about More museum_14level_1b=that I felt was good enough to include. In the museum_14level_1c=end, it felt too aimless and was cut, however. museum_15level_1a=A very very early level. I think I used this at first museum_15level_1b=to introduce Shut & Open, but there ended up being too museum_15level_1c=many ways to solve it that didn't involve either. museum_16level_1a=This level would eventually become Unreachable Shores. museum_16level_1b=The basic idea is there, but at this point I was a bit too museum_16level_1c=eager to add stuff into a level without thinking it through. museum_16level_2a=In the game jam version, I arbitrarily chose 20x20 as the size museum_16level_2b=of the levels. As I started developing the game further, it museum_16level_2c=took a long time to move from square levels to rectangles. museum_20level_1a=This is one take on the design that eventually became museum_20level_1b=Icy Waters. The level is interestingly open-ended, but museum_20level_1c=I ultimately wanted a more compact tutorial for And. museum_x20level_1a=Considering how simple this level is and how museum_x20level_1b=early it appears, it sure did go through a lot museum_x20level_1c=of changes. And is an important lesson, though! museum_24level_1a=Early on there were way fewer ways to rein in All. museum_24level_1b=As you can see, I needed to add quite a few specific museum_24level_1c=restrictions to get this level to function even a bit. museum_25level_1a=This level would eventually become Siege, I think. The museum_25level_1b=end of this level is quite funny, but I should've had museum_25level_1c=more confidence and not added extra obstacles as obfuscation. museum_35level_1a=I tried to generally avoid creating levels purely about museum_35level_1b=pushing blocks. However, Pull often drew me in that direction. museum_35level_1c=Also, those hands used to be clouds, hence the name, haha. museum_39level_1a=I was extremely proud of this duo back when I first museum_39level_1b=made them. Returning to them ~3 years later, they don't museum_39level_1c=seem quite as exciting (and were actually a bit broken!) museum_46level_1a=These two were probably one of the very first cases of museum_46level_1b=level variants where the variant actually had a meaningful museum_46level_1c=idea behind it. Didn't quite work, but it was a start! museum_55level_1a=I tried to add a bit of extra to this tutorial for 'X Is X' museum_55level_1b=mechanic. In the end I decided to go with a much more straight- museum_55level_1c=forward design, since X Is X turned out to be tougher to grasp. museum_61level_1a=A big problem early on was my tendency to tack elements to museum_61level_1b=a level without enough consideration about the core concept. museum_61level_1c=The result was often a very complicated but incoherent level. museum_62level_1a=This was intended to be the level to introduce Tele. It manages museum_62level_1b=to be quite chaotic despite the simple puzzle. I wonder why I museum_62level_1c=felt the need to try to prevent "Grass Is You" as a solution? museum_63level_1a=I was initially very satisfied with this level. However, museum_63level_1b=after letting it sit for a longer time, the solution museum_63level_1c=started to feel very... busywork-heavy? Trial-and-error? museum_82level_1a=Pay close attention! This isn't an actual unused level; I museum_82level_1b=added it to showcase a rather funky cornercase that will museum_82level_1c=be relevant in the level immediately after this. museum_97level_1a=Further Fields, which is generally considered one of the tougher museum_97level_1b=levels in the base game, started as a variant for Baba Fields. museum_97level_1c=The level was cut due to not offering much of anything new. museum_113level_1a=I was quite fond of these levels and kept them museum_113level_1b=in for a long time. However, ultimately I'm happier museum_113level_1c=about the more elegant take of the idea in The Pit. museum_126level_1a=So many rules! I always liked these, museum_126level_1b=but cut them due to the clutter. I hope Fall museum_126level_1c=letting you pass dangers made logical sense. museum_143level_1a=I think I made 2-3 levels with the same basic museum_143level_1b=idea; it took me a long time to notice how similar museum_143level_1c=the levels were. I like the apartments, though! museum_x148level_1a=This design felt very inelegant and busyworkish but at the museum_x148level_1b=same time I'd award it some style points. If you haven't seen museum_x148level_1c=Eat yet, just think that Lava is harmful to Key. museum_50level_1a=When making this, I started wondering: if you Tele museum_50level_1b=an object that's Swap, shouldn't the Tele endpoint museum_50level_1c=Swap with the teleported object? museum_50level_2a=I tested that and to be honest it felt logical in a museum_50level_2b=way at first! I'm pretty sure the testers pointed out museum_50level_2c=how terrible that'd be and I scrapped the idea. museum_50level_3a=This level showcases the addition of extra obstacles museum_50level_3b=out of fear of the solution seeming too obvious. museum_50level_3c=Generally that turned out to be pointless, even harmful. museum_yylevel_1a=Sometimes, when you return to a level you haven't museum_yylevel_1b=looked at in a long time, you can't for the museum_yylevel_1c=life of you recall what was the idea behind the level. museum_80level_1a=The little trick in this level is quite cute in my museum_80level_1b=opinion. It doesn't deal very much with the rule mani- museum_80level_1c=pulation, and thus felt a bit too generic to include. museum_87level_1a=At one point I was really excited about variant levels museum_87level_1b=and wondered if the very first level should have one; museum_87level_1c=it didn't feel very elegant, however. museum_41level_1a=The idea of a set of puzzles being iterations museum_41level_1b=on the same idea, but with small adjustments to museum_41level_1c=increase the difficulty is very intriguing to me. museum_42level_1a=I've seen some puzzle games do a great job museum_42level_1b=at making the puzzle design progression reflect museum_42level_1c=what people's minds go for at first and so on. museum_43level_1a=In the early stages of Baba Is You's development museum_43level_1b=I wanted to try a similar design. However, museum_43level_1c=my approach was flawed for a couple reasons. museum_44level_1a=In order to come up with novel variations on a puzzle one museum_44level_1b=needs to get outside input, both to get a fresh view museum_44level_1c=and to understand how people generally approach the puzzle. museum_45level_1a=I kind of understood that but tried to "force" an museum_45level_1b=interesting set of puzzles. The result was this House set. museum_45level_1c=And these have been extensively touched up for this release! museum_68level_1a=The basic idea shown here followed me throughout the game's museum_68level_1b=development. I tried to increase its complexity in various ways, museum_68level_1c=but ultimately the extra parts were just in the way. museum_d68level_1a=As I was looking through these ancient level ideas, I got museum_d68level_1b=multiple ideas for variants. So some of these variant levels museum_d68level_1c=are 'new' in the sense that they were created for the Museum. museum_x70level_1a=When coming up with names I tend to let my mind wander pretty museum_x70level_1b=freely. Sometimes the resulting name has honestly a bit too little museum_x70level_1c=to do with the level itself. I see very little "classic" here!! museum_73level_1a=I tried really hard to add an extra twist to the end of this museum_73level_1b=level and it never quite worked. In this form it could've museum_73level_1c=worked fine as an introduction to On, though, I'd say! museum_86level_1a=This level felt too trivial and was left out. I really museum_86level_1b=like the general idea behind the solution, though! museum_86level_1c= museum_86level_2a=I generally tried to avoid giving levels names that museum_86level_2b=directly relate to the intended approach. I guess giving museum_86level_2c=hints that way could've felt too direct? Or unsatisfying? museum_92level_1a=Shift turned out to be surprisingly powerful in its own ways; I kept museum_92level_1b=forgetting that I can't just place a barrier on its way without museum_92level_1c=it getting Shifted away, too. This required a lot of revising. museum_96level_1a=Everything related to the original concept behind this level can museum_96level_1b=actually be seen in the inner room in the middle of the level. museum_96level_1c=Everything else is "extra" added for support. Uh. Hm. Maybe not the best. museum_102level_1a=This is a great example of a level where a cool mental image resulted museum_102level_1b=in a quite lackluster level. The "factory line" here would museum_102level_1c=perhaps have been better suited for an automaton than a puzzle. museum_x103level_1a=One more of these early levels that tried to arrive at a puzzle museum_x103level_1b=by just stacking elements. I think that especially my early museum_x103level_1c=Has-related levels tended to be like that! museum_112level_1a=As a final little showcase thing, here's a variation on the world museum_112level_1b=map that was used in showcase builds of the game, for example museum_112level_1c=at the GamesCom festival in Germany in 2018. museum_114level_1a=What you don't see here is a huge mess of usable blocks. I museum_114level_1b=cleaned the design up quite a bit to make it presentable; the museum_114level_1c=original was way overcomplicated and extremely clunky. museum_114level_2a=A lot of levels related to Level deal with its destructive museum_114level_2b=capabilities. As a result, this name could be used just fine museum_114level_2c=in the final game despite the design being way different! museum_134level_1a=I tried several times to make a version of Dim Signal museum_134level_1b=that'd add just one more extra twist to the end by limiting museum_134level_1c=your tools. No dice; here's one attempt. museum_x135level_1a=Yuck! The general concept of the level can be seen even in museum_x135level_1b=this initial version, but this implementation requires museum_x135level_1c=a *lot* of shuffling about. Not ideal. Sorry. museum_140level_1a=Not turned out to be very powerful despite being conceptually museum_140level_1b=very simple. The more versatile a word is, the harder it gets museum_140level_1c=to design puzzles around them without overly specific restrictions. museum_259level_1a=As can be guessed, Swap was one of the the most complicated museum_259level_1b=words to design levels around. I added the second layer of museum_259level_1c=insulation after failing to implement the idea in just one. museum_259level_2a=However, this layout was aesthetically unpleasing and felt museum_259level_2b=clunky. Eventually I returned to the level concept and museum_259level_2c=(I think?) managed to set up the idea with just one layer. museum_276level_1a=I quite liked the solution to this upon returning to create the museum_276level_1b=Museum. The main point against it is the somewhat complex design museum_276level_1c=and readability problems the game can have when objects overlap. museum_290level_1a=When implementing this one I realized a bug with the 'Word'-word. museum_290level_1b=I didn't have time/motivation to fix it before release, and instead museum_290level_1c=just quietly left this level unfinished, waiting for a better future. museum_296level_1a=The structure of the final areas of the base game changed a lot as museum_296level_1b=they matured. This level was intended to be part of the final mind- museum_296level_1c=boggling meta puzzle, but felt a bit aimless and too chaotic. museum_300level_1a=Another level made for endgame meta content; I think I just museum_300level_1b=didn't quite have a spot for this. Several players have commented museum_300level_1c=that they enjoyed it, though, so I'm glad to present it now! museum_321level_1a=This level almost ended up in the released game. I was very museum_321level_1b=fond of it, but tester feedback made me realize that a very museum_321level_1c=crucial component of its solution was a bit too esoteric. museum_328level_1a=This level was in the game on release! I ultimately replaced it, museum_328level_1b=because the section it was in was supposed to feature 'Facing', museum_328level_1c=and this one doesn't. It's also fairly noisy and chaotic. museum_47ylevel_1a=Hold was a word I tested very early on. The idea museum_47ylevel_1b=behind it seemed interesting, but it turned out I museum_47ylevel_1c=couldn't think of many good uses for it and it was cut. museum_spoilerlevel_1a=Warning! museum_spoilerlevel_1b=The following levels will spoil some large game mechanics, museum_spoilerlevel_1c=so beating the base game's worldmap is recommended! tutorial_skip=Skip tutorial tutorial_continue=Continue tutorial_end=End tutorial tutorial_intro_1a=Welcome to the level editor! tutorial_intro_1b=The editor is quite complicated, so it may be good to check out these tutorials. If you'd rather skip them, select 'Skip tutorial'. You can check the tutorials out later in the 'Help & settings' menu found in the main editor menu. This intro tutorial will show you how to make a simple level, and the other tutorials will explain various features of the editor in more depth. tutorial_intro_1c=Note that the editor contains spoilers - certain spoilery words are disabled by default (you can enable them in the editor settings), but you might still encounter them while playing other people's levels. It's recommended that you beat at least the main world map of the original game if you don't want to get spoiled. tutorial_intro_2a=When you first open the editor, you'll see this main editor menu. From here you can go to edit your levels, download new ones, change editor-related settings, and so on. For now, we'll just select 'Edit levels' and go ahead. tutorial_intro_3a=This is the level screen. Here you can see all the levels you've made or downloaded. Select 'create a new level' to, well, create a new level. tutorial_intro_3a_n=This is the level screen. Here you can see all the levels you've made or downloaded. You can have up to 100 levels at a time. Select 'create new level' to, well, create a new level. tutorial_intro_4a=First you get to choose the level name. You can change that later, so no worries about that. After this, you can pick one of the premade themes if you want your level to have a specific look from the get-go! This is totally optional, though. tutorial_intro_5a=This is the main level editor view. There's quite a lot of stuff here, but don't worry, we'll consider just the basics for now. tutorial_intro_6a=First of all, select the 'Objects' option here to see the things you can put into your level. tutorial_intro_6a_gpad=First of all, press @gamepad_editor_currobjlist to see the things you can put into your level. tutorial_intro_7a=This is the Object Palette. Again, don't worry about the buttons. For now, let's just select Baba from the list. tutorial_intro_8a=Once you've selected an object, you can place it anywhere in your level. You can use the arrow keys to rotate the object. Hi Baba! tutorial_intro_8a_gpad=Once you've selected an object, you can place it anywhere in your level. Use @gamepad_editor_rotate to rotate the object. Hi Baba! tutorial_intro_9a=The current selection of objects is quite small. Let's add a new object to our palette - it can be done via that button over there! tutorial_intro_10a=This is the list of all objects available to you. You can search and add tags to find interesting things. For this tutorial, we'll look for the object 'Wall' and select it. tutorial_intro_11a=...And here we go, Wall (and its word) is now part of our palette! Let's select Wall from the palette and place some into our level. tutorial_intro_12a=If you accidentally place something where it shouldn't be, you have several options to choose from. You can undo the placement, or press Q to select 'Nothing' and place that over the wrong placement, or right-click on an empty space to select what's there (that is, 'Nothing' again), and replace the misplaced object. tutorial_intro_12a_gpad=If you accidentally place something where it shouldn't be, you have several options to choose from. You can either undo the placement by pressing @gamepad_editor_undo or press @gamepad_editor_altpress + @gamepad_editor_pickempty to select 'Nothing' and place that over the wrong placement, or press @gamepad_editor_copy on an empty space to select what's there (that is, 'Nothing' again), and replace the misplaced object. tutorial_intro_13a=That's how the basic level editing works! Pick objects from the palette, add more from the object list when needed, and place them in your level. To keep things short, let's just fast-forward to a finished level! tutorial_intro_14a=Remember to save often! Press the button down there (or control + S) to save. This way you can return to your level later, too. You also need to save your level to be able to share it with others. tutorial_intro_14a_gpad=Remember to save often! Press @gamepad_editor_quickmenu to go to the Quick Menu and save there, or press @gamepad_editor_altpress + @gamepad_editor_quickmenu to quickly save. This way you can return to your level later, too. You also need to save your level to be able to share it with others. tutorial_intro_15a=If you want to playtest your level, simply press the 'Test' button down there (or F3 on the keyboard). When playtesting, you can return to the editor via the pause menu (or with F3.) tutorial_intro_15a_gpad=If you want to playtest your level, go to the Quick Menu or simply press @gamepad_editor_altpress + @gamepad_editor_currobjlist . When playtesting, you can return to the editor via the pause menu. tutorial_intro_16a=And that's basically it! The other tutorials will explain all the neat little details more thoroughly, but with the tools shown here you should be able to make a level. Have fun! tutorial_2_1a=Welcome back! tutorial_2_1b=In this tutorial we'll look a bit more into how the editor itself works. This tutorial concentrates on object placement and related features. tutorial_2_2a=Alright, here we are, back in the level editor. tutorial_2_3a=The first tutorial briefly explained object placement. It's very simple - go to the object palette (either by pressing the 'objects' button or by pressing tab), select an object there, and place it where you want by clicking with the left mouse button. The tiny arrow in the corner of the object placer will tell you in which direction your objects are facing. tutorial_2_3a_gpad=The first tutorial briefly explained object placement. It's very simple; go to the object palette by pressing @gamepad_editor_currobjlist , select an object there, and place it where you want by pressing @gamepad_editor_place . The tiny arrow in the corner of the object placer will tell you in which direction your objects are facing. tutorial_2_4a=If you click an already-placed object with the right mouse button, you'll 'copy' that object and be able to place it instead of whatever you had selected previously. Similarly, clicking an object with the middle mouse button 'cuts' it out, emptying the spot it was in while letting you again place the same object elsewhere. tutorial_2_4a_gpad=If you press @gamepad_editor_copy on an already-placed object, you'll 'copy' that object and be able to place it instead of whatever you had selected previously. Similarly, pressing @gamepad_editor_altpress + @gamepad_editor_cut on an object 'cuts' it out, emptying the spot it was in while letting you again place the same object elsewhere. tutorial_2_4b=If you've selected an object like Baba or Flag, you can hold Control and use the mousewheel to switch between them and their word counterparts. Handy for quickly building rules! tutorial_2_4b_gpad=If you've selected an object like Baba or Flag, you press @gamepad_editor_swap to switch between them and their word counterparts. Handy for quickly building rules! tutorial_2_5a=If you want to change the position of an already-placed object, hover over it with the object placer and press and hold Control. Then, while holding Control, move your object placer around and the object will follow along. Release Control to put the object down (if there is open space underneath.) tutorial_2_5a_gpad=If you want to change the position of an already-placed object, hover over it with the object placer and press and hold @gamepad_editor_drag . Then, while holding @gamepad_editor_drag, move your object placer around and the object will follow along. Release @gamepad_editor_drag to put the object down (if there is open space underneath.) tutorial_2_5b=When over an already-placed object, the little arrow in the corner of the object placer will tell you which way the object is facing. You can change this direction by pressing arrow keys while hovering over the object. tutorial_2_5b_gpad=When over an already-placed object, the little arrow in the corner of the object placer will tell you which way the object is facing. You can change this direction by using @gamepad_editor_rotate while hovering over the object. tutorial_2_6a=If you want to select 'nothing' in order to erase already-placed objects, you can either use the copy ability over an empty tile, or press Q to quickly empty your selected object. tutorial_2_6a_gpad=If you want to select 'nothing' in order to erase already-placed objects, you can either use the copy ability over an empty tile, or press @gamepad_editor_altpress + @gamepad_editor_pickempty to quickly empty your selected object. tutorial_2_7a=You can also place multiple objects at once! You can do this using the different 'tools' listed here. However, they require enough explaining that we'll tackle them in a later tutorial. tutorial_2_8a=Every Baba Is You level has 3 layers, meaning that when making a level you can have 3 objects on top of each other at maximum. Press these buttons to change the layer you're on. Alternatively, you can hold Control and press the number buttons 1, 2 and 3. Objects on different layers are dimmed out, so pay attention to that! tutorial_2_8a_gpad=Every Baba Is You level has 3 layers, meaning that when making a level you can have 3 objects on top of each other at maximum. You can press @gamepad_editor_scrollleft_layer & @gamepad_editor_scrollright_layer to switch the layer you're editing. Objects on different layers are dimmed out, so pay attention to that! tutorial_2_9a=Up here we have the 'quickbar'! It lets you quickly select objects you've handled most recently, as well as keep objects you consider most important at hand. tutorial_2_10a=Use either the number buttons or the mousewheel to browse the quickbar. The green cursor shows you which slot you have currently selected. You can also click directly on the slots to select them. tutorial_2_10a_gpad=Use @gamepad_editor_scrollleft_hotbar & @gamepad_editor_scrollright_hotbar to browse the quickbar. The green cursor shows you which slot you have currently selected. tutorial_2_11a=The quickbar updates automatically with the most recent object you have picked, if that object isn't already in the quickbar. If you want to make sure that a specific object never leaves the quickbar, click it with the right mouse button. The outlines of the slot change a bit to indicate that the slot is 'locked'. Right-click it again to unlock it. The word 'Is' is locked by default when you start the editor. tutorial_2_11a_gpad=The quickbar updates automatically with the most recent object you have picked, if that object isn't already in the quickbar. If you want to make sure that a specific object never leaves the quickbar, press @gamepad_editor_altpress + @gamepad_editor_lock . The outlines of the slot change a bit to indicate that the slot is 'locked'. Press the buttons again to unlock it. The word 'Is' is locked by default when you start the editor. tutorial_2_12a=If you want to remove a specific object from the quickbar, simply click that slot with the middle mouse button. tutorial_2_12a_gpad=If you want to remove a specific object from the quickbar, simply press @gamepad_editor_altpress + @gamepad_editor_empty_hotbar when that slot is selected. tutorial_2_13a=When creating a level, remember to test and save it frequently! Use the buttons down below to do either. You can also hold Control and press S to save, and press F3 to test a level, if you wish. tutorial_2_13a_gpad=When creating a level, remember to test and save it frequently! Use the Quick Menu ( @gamepad_editor_quickmenu ) to do both, or press @gamepad_editor_altpress + @gamepad_editor_quickmenu to save and @gamepad_editor_altpress + @gamepad_editor_currobjlist to test a level. tutorial_2_14a=Alright, that's it for now! There are various additional tricks that may make your level creation smoother, but we'll return to those in later tutorials. tutorial_3_1a=Welcome back! tutorial_3_1b=This tutorial explores using the editor view in more depth; specifically we'll go through the various object-placement tools that were skipped in tutorial 2. tutorial_3_2a=And here we are again, the editor. You can see the list of tools on the right, there. tutorial_3_3a=Your default tool is the Pencil. It works like you'd expect; click on a tile and an object appears. tutorial_3_3a_gpad=Your default tool is the Pencil. It works like you'd expect; select a tile and press @gamepad_editor_place on a tile and an object appears. tutorial_3_4a=Jumping down the line a bit, another basic tool is the Eraser. It works like the pencil, except that it removes objects. The effect is practically the same as using the pencil and placing 'empty' tiles. tutorial_3_5a=Next is the Line tool. Select a tile, drag a line from it, and every tile on the way has an object appear on it. The line is sometimes a bit inaccurate, but can be very handy for quickly placing rows and columns of objects. tutorial_3_6a=Like so. We selected the tile on the right and dragged a line to the left to place several Flags. tutorial_3_7a=Then comes the Rectangle tool. It works on the same principle as the line tool; select a tile and drag a rectangle to place several objects at once. tutorial_3_8a=Nice! tutorial_3_9a=The next tool, Filled rectangle, is more of a variation of the Rectangle tool. It works the same way, except the resulting rectangle is, well, filled. tutorial_3_10a=We'll jump over the next tool for a bit, to the Fill tool. It works exactly as it says on the tin - it fills a continuous area with the same object. 'Continuous' is in this case defined by an area made up of the same object, like a connected group of Babas, or an empty space. tutorial_3_11a=Alright, now to the most complex one - the Selection tool! With it you can quickly move and rotate multiple objects in the level. tutorial_3_12a=The basic function is similar to the Rectangle tool: select a tile and drag a rectangle-shaped area. It will be marked with red, as seen here. tutorial_3_13a=Once an area has been selected, moving the cursor moves all the objects in that area around as well. If you press the left mouse button, you can place copies of said objects wherever your selection is. Normally when placing the selection, the empty tiles in it will remove any objects underneath, but you can alter this behaviour by holding Shift during the placement. tutorial_3_13a_gpad=Once an area has been selected, moving the cursor moves all the objects in that area around as well. If you press the @gamepad_editor_place, you can place as many copies of said object wherever your selection is. When placing the selection this way, the empty tiles in it will remove any objects underneath, but with @gamepad_editor_undo you'll place the selection while avoiding this behaviour. tutorial_3_14a=You can rotate, mirror and flip the selection with the arrow keys. Left and Right arrow rotate accordingly, Up arrow mirrors, and Down arrow flips the selection. tutorial_3_14a_gpad=You can rotate, mirror and flip the selection. @gamepad_editor_scrollleft_tool & @gamepad_editor_scrollright_tool rotate accordingly, @gamepad_editor_scrollright_hotbar mirrors, and @gamepad_editor_scrollleft_hotbar flips the selection. tutorial_3_15a=Simply press the right mouse button to remove the selection. Note, though, that the objects in the selection will be gone after this! tutorial_3_15a_gpad=Simply press the @gamepad_editor_drag to remove the selection. Note, though, that the objects in the selection will be gone after this! tutorial_3_16a=...And that's it for now! With these tools, editing the levels should be quite a bit smoother. tutorial_4_1a=Hello again! tutorial_4_1b=In this tutorial we'll turn our attention to the object palette, which is the list of objects you can place into your level. tutorial_4_2a=Once again, we start with an empty level. tutorial_4_3a=Pressing the 'Objects' button or Tab will take you to the object palette. tutorial_4_3a_gpad=Pressing @gamepad_editor_currobjlist will take you to the object palette. tutorial_4_4a=To select an object for placing, simply click on it. This will also automatically leave the menu. If you don't want to select anything, pressing Tab again leaves the menu, too. tutorial_4_4a_gpad=To select an object for placing, press @gamepad_editor_place on it. This will also automatically leave the menu. If you don't want to select anything, pressing @gamepad_editor_currobjlist again leaves the menu. tutorial_4_5a=The game lets you choose between two modes on how to display your object palette. In the first mode, all the different words and objects are shown together (like now), and in the second one objects and their words are stacked on top of each other (as in, 'baba' the creature and 'baba' the word are on the same slot.) Use this button to switch between the two modes. tutorial_4_6a=When using the stacked view, simply use the mousewheel (or the indicated button) to switch whether objects or their words are visible. This makes for a more compact view, but ultimately this is up to your own preference. For now, let's go back to the non-stacked mode. tutorial_4_6a_gpad=When using the stacked view, simply use @gamepad_currobjlist_swap (or the indicated button) to switch whether objects or their words are visible. This makes for a more compact view, but ultimately this is up to your own preference. For now, let's go back to the non-stacked mode. tutorial_4_7a=By default the object palette is quite bare-bones. Use the indicated button to add more objects to your palette, up to a maximum of 150 per level! tutorial_4_7a_gpad=By default the object palette is quite bare-bones. Use the indicated button or @gamepad_currobjlist_addnew to add more objects to your palette, up to a maximum of 150 per level! tutorial_4_8a=This is the object list, briefly visited in the first tutorial. Here are listed all the objects you can possibly add to your level. There are quite a few! By default some of the options are removed from this list so that if you haven't played the full game, you can avoid some spoilers. Head to the editor settings to change this if you so desire. tutorial_4_9a=To help you with finding things you need or might want, you can use the search button or apply tags to find objects following a certain theme. These same buttons exist in the object palette itself as well, to make finding a specific object easier. You can also just press letter keys to automatically start a search. tutorial_4_9a_gpad=To help you with finding things you need or might want, you can use the search button or apply tags to find objects following a certain theme. These same buttons exist in the object palette itself as well, to make finding a specific object easier. You can also press @gamepad_editor_currobjlist to quickly start a search. tutorial_4_10a=Alright, we picked 'Wall'; picking an object returns you immediately back to the object palette (unless you hold Control). You can see that the editor automatically added both Wall and its text counterpart for convenience. tutorial_4_10a_gpad=Alright, we picked 'Wall'; using @gamepad_editor_place for picking an object returns you immediately back to the object palette, but @gamepad_editor_drag lets you stay in the object list to add more objects to your object palette. You can see that the editor automatically added both Wall and its text counterpart for convenience. tutorial_4_11a=If you want to remove an object from your palette, select the button being pointed at and click the object you wish to remove, or hold control and click with the right mouse button on the object. Keep in mind that doing this will remove all instances of that object from your level, and that if you remove an object, its text counterpart will also be removed. tutorial_4_11a_gpad=If you want to remove an object from your palette, select the button being pointed at while hovering over the object that you want to remove, or press @gamepad_currobjlist_remove while hovering over the object. Keep in mind that doing this will remove all instances of that object from your level, and that if you remove an object, its text counterpart will also be removed. tutorial_4_12a=Next to the deletion button up there we have the 'edit object' button. This lets you edit certain settings related to the objects, which we'll go through next. Press the 'edit object' button and select the object you wish to edit, or simply right-click over the object. tutorial_4_12a_gpad=Next to the deletion button up there we have the 'edit object' button. This lets you edit certain settings related to the objects, which we'll go through next. Press the 'edit object' button while hovering over the object you want to edit, or simply press @gamepad_currobjlist_edit while over the object. tutorial_4_13a=Here's the view that opens when you start editing an object. You can change the colour of the object, its sprite (that is, what it looks like) and its Z value. The Z value simply determines which object is shown on top when multiple objects are on the same tile. The higher the number (going up to 20), the higher the object is on the pile. tutorial_4_14a=Alright, that's enough of that. By editing an object's settings you can set up all kinds of neat visual tricks! tutorial_4_15a=Finally, you can also reposition objects in the object palette by dragging them around. Hold control and click on an object and then drag it around. This way you can put everything to the spots from which you find them most easily! tutorial_4_15a_gpad=Finally, you can also reposition objects in the object palette by dragging them around. Hold @gamepad_currobjlist_drag on an object and then drag it around. This way you can put everything to the spots from which you find them most easily! tutorial_4_16a=And here we are again; those are the basics of the object palette. Keep in mind that when starting to create a new level, you can select a ready-made theme that has thematically appropriate objects already added to the object palette. This can save you a bunch of time. tutorial_5_1a=...And welcome back! tutorial_5_1b=This tutorial will look at various settings and other options you can select while making your level(s). tutorial_5_2a=Alright then; in the main editor view, you can see two buttons down there, 'Settings' and 'Menu'. We'll call them 'Level settings' and 'Editor menu' in this tutorial, respectively. tutorial_5_2a_gpad=Alright then; in the main editor view, press @gamepad_editor_quickmenu to open the quick menu and note the two buttons at the bottom. We'll call them 'Level settings' and 'Editor menu' in this tutorial, respectively. tutorial_5_3a=We'll look at the 'Level settings' menu first. It's used to change various details about the level, such as music, colours, name, and so on. tutorial_5_4a=First of all is the button to change the level's name. Pretty self-explanatory! Please no nasty names or Baba will be Angry!! tutorial_5_5a=Secondly we have the button to change the level's author. That's usually you! Once you've set the author of one level, the game will suggest the same name for future levels. tutorial_5_6a=Next is the level subtitle button. This lets you give the level a short tagline or motto that appears underneath the name when someone plays the level. tutorial_5_7a=Then comes the music button. This opens a menu where you can select whichever track you wish to play on the background of your level, as you might've guessed. tutorial_5_8a=And there's the particles button - this lets you add various decorative background effects to your level, from rain to blinking stars. Nifty! tutorial_5_9a=The palettes button lets you change the colourscape of the level. This can affect the mood immensely. tutorial_5_10a=Next up is the level size button. It's quite self-explanatory; you can adjust the level size using that sub-menu, although the maximum size is 33 x 18 tiles. tutorial_5_11a=Down there are various additional settings, if you e.g. want to remove particle effects from your level only. The 'Level Is Auto' slider is an odd one - we'll return to that in a later tutorial. tutorial_5_12a=Okay, that's it for the 'Level settings' menu, let's take a look at 'Editor menu' next. tutorial_5_13a=You don't have quite as much reason to visit this menu usually, because these options are a bit more general. tutorial_5_14a=Up here we have the button for uploading your level to the internet for others to play. We'll return to that later. tutorial_5_15a=The theme menu lets you change your level's theme if you didn't pick the correct one when you created your level, and to save your current level's object palette and such as a new theme. tutorial_5_16a=Be warned, though! If you select a new theme, your entire level will be emptied first! For safety reasons, you see. You can also delete old themes you've made via this submenu. tutorial_5_17a=Back in the Editor menu, next we have the level deletion button. It deletes your level. Scary stuff, but sometimes it needs to be done. tutorial_5_18a=...And finally on the list we have the level copying button. It creates an identical copy of your level. This can be handy if you want to make multiple levels with the same basic layout. tutorial_5_19a=That was it! It's recommended that when starting out you toy around with the various settings to get a feel for them and so that you know all the tools at your disposal. tutorial_6_1a=Hello! tutorial_6_1b=This tutorial explains the process of uploading your own levels online for others to play! Before reading, it may be useful to have a finished level you're happy with so that you can afterwards test the lessons of this tutorial. tutorial_6_2a=In order to start uploading the level, go to the Editor Menu. tutorial_6_3a=When there, select the 'Upload level' button. tutorial_6_4a=The editor will display the current name, author and subtitle of the level. Make sure you like what you see and you've saved the level, and select 'Yes'! tutorial_6_5a=...Note, though, that before the level is uploaded you have to beat it yourself. This is to avoid levels that are impossible to solve. tutorial_6_6a=Once you've beaten the level, the editor will try to upload it. If everything goes fine, the game shows you the 9-symbol download code for the level so that you can immediately share the level with your friends! An error message will appear instead if something goes wrong. tutorial_6_7a=If you forget the level code or just want to see it later, the main editor menu has the button 'Level history' which lets you see the codes of levels you've uploaded and/or downloaded in the past. tutorial_6_8a=That's pretty much all! Not too complicated. A reminder: please don't upload levels that are offensive or otherwise unacceptable; they will be removed from the server. Wholesome levels are your friends! tutorial_7_levelname=Example level tutorial_7_author=It could be you! tutorial_7_subtitle=Example subtitle tutorial_7_1a=Alright! tutorial_7_1b=In this tutorial we'll go through the steps of downloading levels. This is relevant for more than just the editor, but presumably that's not a problem. tutorial_7_2a=Every uploaded level gets a special 9-symbol 'Level code' that is used to find the level later on the level database. The code has two jumbles of capital letters and numbers, separated by a line. Most of the time you'll be looking for a level using a code like this. tutorial_7_3a=To download new levels, head either to the 'Play levels' menu or the main editor menu and select 'Get new levels'. tutorial_7_4a=While in this menu, you can choose how you'd prefer to download new levels. 'Use level code' requires you to know the level code of a specific level, if you for example want to see a level your friend made. tutorial_7_5a='Featured levels' lets you view a list of levels our team has picked that we felt were interesting; this list will change every now and then to showcase new finds. Selecting a level here takes you to the code-entering view with the level's code already entered. tutorial_7_6a=If your download attempt is successful, you'll see this menu. Here you can see basic data about the level, and can choose what to do with it. tutorial_7_7a='Play now, don't save' does exactly as it says; you'll start playing the level you downloaded and once you stop playing it, you'll need to download it again to play it again. tutorial_7_8a='Save level' saves the level to your level list, after which you can choose to play the level or return to the main menu. tutorial_7_9a=When playing a level you've downloaded, you can find a button labelled 'Report level' in the pause menu. If the level is offensive, it makes you otherwise uncomfortable or you feel it's against the rules, use this button to report it. We'll go through the reports and take down levels that aren't acceptable. Thank you for the help! tutorial_7_10a=Not much to it other than that. Pretty simple, all things considered! tutorial_7_10a_n=Not much to it other than that. Pretty simple, all things considered! Note though, that you have a limit of 100 levels at maximum on your device - including levels made by you. tutorial_8_1a=Hi! tutorial_8_1b=In this tutorial we'll go through various useful shortcuts and such that can make your level-creation process faster. Note that all the shortcuts listed here can be found in the editor's help section, just above these tutorials! tutorial_8_2a=Let's start from the level list. If you need to get rid of a level quickly, you can delete it straight from this menu by right-clicking on it. You'll still have to confirm the deletion, of course. tutorial_8_2a_gpad=Let's start from the level list. If you need to get rid of a level quickly, you can delete it straight from this menu by pressing @gamepad_editor_undo. You'll still have to confirm the deletion, of course. tutorial_8_3a=Also, in this menu as well as any other menu with searching capabilities, you can start a search simply by pressing a letter button! tutorial_8_3a_gpad=Also, in this menu as well in multiple others, you can start a search by pressing @gamepad_editor_currobjlist and quickly browse pages with @gamepad_editor_scrollleft_hotbar & @gamepad_editor_scrollright_hotbar and jump several pages at a time with @gamepad_editor_scrollleft_tool & @gamepad_editor_scrollright_tool ! tutorial_8_4a=Rest of the tutorial will be spent in the editor proper. We'll start with the main editor view. tutorial_8_5a=Pressing and holding F lets you see the directions all the objects currently on the layer you're editing are facing. tutorial_8_5a_gpad=Holding @gamepad_editor_altpress and @gamepad_editor_showdir lets you see the directions all the objects currently on the layer you're editing are facing. tutorial_8_6a=The WASD buttons let you move all the objects in the level at once. Useful if you accidentally placed a structure off-center and want to move it all, for example. tutorial_8_6a_gpad=Holding @gamepad_editor_moveall and using @gamepad_editor_rotate lets you move all the objects in the level at once. Useful if you accidentally placed a structure off-center and want to move it all, for example. tutorial_8_7a=Holding Control and clicking on a tile with the middle mouse button clears the tile entirely, all layers included. And if you're unsatisfied with a level as a whole, holding Control and pressing Delete clears the entire level all at once. tutorial_8_7a_gpad=Holding @gamepad_editor_altpress and pressing @gamepad_editor_emptytile clears a tile entirely, all layers included. tutorial_8_8a=Pressing F3 lets you quickly switch between testing a level and the editor view, and R moves you directly to adding new objects to your object palette. There are also a couple of handy buttons for quickly selecting specific words: I selects Is, U selects And, Y selects Not and Q selects 'nothing'. Holding Control and pressing S saves the level. tutorial_8_8a_gpad=Holding @gamepad_editor_altpress and pressing @gamepad_editor_currobjlist lets you start testing your level instantly, and holding @gamepad_editor_altpress and pressing @gamepad_editor_quickmenu quickly saves it. Also, @gamepad_editor_altpress + @gamepad_editor_emptytile lets you quickly select 'nothing' as your current chosen object. tutorial_8_9a=Pressing F4 in the main editor view lets you enter a sentence, and the game will automatically give you a selection that contains the words you entered (if they exist in the game). For example, if you press F4 and enter 'Baba Is You', you will get a selection with the word objects 'Baba', 'Is' and 'You'. This even adds the words to your object palette if they weren't there already! Very handy if you know what you're looking for. tutorial_8_9a_gpad=Holding @gamepad_editor_altpress and pressing @gamepad_editor_autopick in the main editor view lets you write a sentence, and the game will automatically give you a selection that contains the words you entered (if they exist in the game). For example, if you press those buttons and enter 'Baba Is You', you will get a selection with the word objects 'Baba', 'Is' and 'You'. This even adds the words to your object palette if they weren't there already! Very handy if you know what you're looking for. tutorial_8_9a_extra=The 'Level Is Auto' slider was brought up in tutorial 5. Here's how it works: if you form the rule 'Level Is Auto' while playing a level, the game will start progressing at its own pace, even if you don't press any buttons. There'll be a wait between every 'update'; this way you can for example make rhythm minigames and other neat things. The 'Level Is Auto' slider changes the speed at which the game updates during this. The lower the slider, the shorter the wait between updates, and consequently the faster the level goes. Try it out! tutorial_8_10a=There are also a couple useful tools in the object palette view! tutorial_8_11a=Clicking on an object with the right mouse button will start editing the data of that object directly. However, if you hold Control while doing this, you'll delete the object from the object palette instead. Also, if you have the 'paired' mode selected, rotating your mousewheel will swap between objects and their words. tutorial_8_11a_gpad=Pressing @gamepad_currobjlist_edit over an object goes directly to editing the object's metadata. Pressing @gamepad_currobjlist_remove will delete the object from the object palette instead. tutorial_8_12a=Pressing F4 in the object palette view again lets you enter a sentence; however, in this case the objects in your sentence will only be added into the object palette (if they exist and aren't there already.) tutorial_8_12a_gpad=Holding @gamepad_editor_altpress and pressing @gamepad_currobjlist_autoadd in the object palette view lets you again write a sentence; however, in this case the objects in your sentence will only be added into the object palette (if they exist and aren't there already.) tutorial_8_13a=There are several other handy tools, but we should've now covered the most important ones. Again, be sure to check the full list of shortcuts from the editor help menu if you want to really maximize the ease of use! tutorial_9_1a=Well then! tutorial_9_1b=This tutorial will be less about how to use the editor and more about (possibly) useful design tips to get you started with making your own levels! tutorial_9_2a=These tips are primarily meant to help with creating puzzle levels. There are several ways to approach the design of a puzzle, and different methods work better for some people, I'd imagine. I'm going to explain the method that worked for me and was used when designing many of Baba Is You's original levels. You're free to create automatons, little scenes you find pretty and other non-puzzles, though! Just keep in mind that in order to upload your level to the internet, it must be winnable in some way, even if the win condition was just tucked away in a corner. tutorial_9_3a=Before we start: it can feel fun to make a level where the point is that the level is frustrating, unpleasant to look at, has jumpscares or something to that effect. A well-executed trick or joke can be legitimately fun, but please keep in mind that for example rapidly-flashing colours can be harmful to some players, and that when it comes to simple annoying gimmicks, someone else will inevitably have considered and created the same idea already. In any case, levels that have no other point than making other players uncomfortable will most probably be removed. tutorial_9_4a=So then - a very important thing is that a puzzle usually benefits from a having a central theme; some kind of a $1,4'point'$0,3 or $1,3twist$0,3 around which the level is built. Sometimes a single level might have multiple of these, but it may be best to concentrate on expressing a single idea as well as possible. In many of the original puzzles I tried to design the levels around a specific realization or $2,4'a-ha moment'$0,3 that I wanted the player to experience. This helps give the puzzle structure, but it can also make it easier to grasp and thus prevent needless confusion. tutorial_9_5a=Now, how would one come up with such a point or twist? It can be difficult to force a great idea to come to you, but trying things out in your head or in the editor can be a good way to get inspiration. I usually prefer to consider the words, mechanics and other components I have and try to combine those in my head to figure out interactions that seem interesting or cool in some way; ideas that I feel might amuse a player when they figure them out. The best interactions are usually those that aren't too obscure and make sense in hindsight but do something slightly unexpected. tutorial_9_6a=Another important aspect to consider with a puzzle idea is how many words, rules and other elements it requires to set up, that is, how $4,2'elegant'$0,3 it is. When I figure out an interaction that seems inspiring, I try to build a level where the solution requires the player to utilize that specific interaction and prevent other approaches. Letting others test the level is a better way to do this, but even when testing on my own I can often at this point notice if requiring the interaction while preventing other solutions requires a lot of extra words. tutorial_9_6b=In my opinion it's especially inelegant if a puzzle requires several very specific restrictions to work. It's much neater if you can prevent an unwanted solution with $2,3'Baba Is Baba'$0,3 or by adjusting the shape of the level rather than with $2,2'Baba Is Not Rock And Not Wall And Not Flag'$0,3, for example. tutorial_9_7a=This concept of elegance can also be applied to the structure of the level. In a Baba Is You puzzle, the player has to take in quite a lot due to having to read and fully understand the rules written in it, among other things. Therefore it can be polite to build your level so that the player has an easy time understanding what is happening in it. Part of this is the aforementioned aspect of having as few extra words and rules as possible. tutorial_9_7b=Another part of this is visual clutter. Putting decorations in your level is excellent, but it can be a good idea to place your rule sentences so that the player doesn't have to search for them among various decorative pieces but can instead easily make them out. Also marking rules that can never be changed by placing them clearly out of reach is a polite practice. tutorial_9_8a=This brings us to the topic of $2,2'red herrings'$0,3 - that is, elements that look important but turn out not to be. My opinion on these kinds of puzzle elements has changed a lot over time, but right now I would say that having elements that are in the level purely to mislead the player isn't very elegant and generally adds additional busywork, frustration and feeling of overwhelmingness to the puzzle-solving. It might be best to try to only include things in your puzzle that are really required $1,4(apart from decorations, $1,4of course!)$0,3 tutorial_9_8b=That said, a simple red herring can be fun to have from time to time when it misleads the player in a limited manner and in a way that in hindsight seems amusing. tutorial_9_9a=As you get a deeper understanding of the mechanics of Baba Is You, it can be easy to forget that interactions between words may require very in-depth knowledge of how the game works. I've ran into the problem where because I wrote the logic of the game, I get a puzzle idea where it turns out that I was expecting the player to also understand the entire logic of the game. When creating your level, remember to consider who you're making the level for; if you intend your level for expert players, expecting them to understand the deep nuances of the game logic is fine, but in other cases overly obscure mechanics can seem impenetrable for the player. tutorial_9_10a=Finally, some extra words about decorations. As mentioned earlier, making sure that the player can easily grasp the puzzle despite the decorations is important. To add to this, adding a lot of decorations into the area of the level where the player will actually move and solve the puzzle in can end up being very confusing for the player. For example, there are certain words $1,4(such as Weak)$0,3 that can make even decorative elements affect things in the puzzle and thus appear relevant to the puzzle by accident. tutorial_9_10b=It can also be a good idea to shape structures that are important for the puzzle in a more simplistic way even if it makes them seem less natural. For example, A simple square-shaped pool of Water can help the player see what elements in the level are relevant for solving the puzzle when compared to a sprawling lake. You can then place the more organic and wild decorations at the edges of the level to give it flavour. tutorial_9_11a=That's it! Again, these are my personal opinions and observations about designing puzzles; other people might $1,4(and will)$0,3 disagree and that's completely fine. Ultimately, you'll decide what kind of levels you want to make. Letting others test your levels and give feedback is often the best way to make sure that what you're creating is going in a good direction. I hope these points were useful, though! Have fun with the editor! tutorial_10_1a=Welcome back! tutorial_10_1b=This is a strategy guide to help you defeat the $2,2Red Dragon$0,3, the secret superboss you can find at the $2,3Fire Peaks$0,3 at the end of Disc 4. The guide assumes you're familiar with basic concepts of the game as well as some more advanced techniques, such as the $2,4Friendship Overload$0,3, $1,4Armour Juggling$0,3 and the $1,2Sleeping Time Skip$0,3. tutorial_10_2a=Before you head to $2,3Fire Peaks$0,3 at all, make sure you have exactly 45 $5,3Greater Tonics$0,3, at least one $0,2Earwig of Shielding$0,3 and some spare $2,2Fire Hydrant spellstones$0,3. Also your team should be at least level 24, because $2,3Fire Peaks$0,3 is an endgame area. Leveling $2,2Keke$0,3 up to level 25 may be beneficial because they learn the $1,3Float$0,3 ability at that level. tutorial_10_3a=The $2,2Red Dragon$0,3 wanders randomly in one of the rooms in $2,3Fire $2,3Peaks$0,3; the room with the lava fountain is your best bet because it's right next to a save point and thus allows you to quickly switch $5,2Allegiance $5,2Schemas$0,3 as needed. When you see the $2,2Red Dragon$0,3 on the screen, have $5,2Fofo$0,3 cast $1,2Hide$0,3 on the entire party, and initiate a surprise encounter with $4,1Baba$0,3's $1,4Dash$0,3 ability. Note though that the $2,2Red Dragon$0,3 has resistance against attacks from below, so only approach it from the top. tutorial_10_4a=Once the encounter starts proper, use your surprise advantage to replace $4,1Baba$0,3's $1,2Sneaking Crown$0,3 with a $2,2Fire Wig$0,3, and move them in the front row. If $2,3Jiji$0,3 has any leftover $2,2Habaneros$0,3, use the $6,2Cook$0,3 ability to prepare some $2,4Mango-Habanero Hot Sauce$0,3 for later use. tutorial_10_5a=The $2,2Red Dragon$0,3 always starts by performing the $2,1Fiery Jig$0,3. $2,2Keke$0,3 and $4,1Baba$0,3 will probably always be charmed, but $5,2Fofo$0,3's naturally resistant to dance-type moves and $2,3Jiji$0,3's Paper Plate Mask should block the effect. $2,2Keke$0,3 can stay charmed for now, but snap $4,1Baba$0,3 out of the effect by patting them on the head. If the head-pat misses, it might be safer to just reset and retry, although you might still be able to make it nonetheless. tutorial_10_6a=At this point have $5,2Fofo$0,3 start channeling the $5,3Happy Song$0,3, while $4,1Baba$0,3 and $2,3Jiji$0,3 can use the $2,2Fire Hydrant spellstones$0,3 to cool the $2,2Dragon$0,3 down. $2,2Keke$0,3 may use $1,3Float$0,3 as needed if the $2,2Dragon$0,3 casts the $2,3Floor Is Lava$0,3 spell. Continue with this strategy until the $2,2Dragon$0,3 is all cooled down, and drink the $5,3Greater Tonics$0,3 when necessary. tutorial_10_7a=Eventually the $2,2Red Dragon$0,3 will have cooled down entirely. Once the $2,2Dragon$0,3 switches from $2,2Angry Stomps$0,3 to $2,3Annoyed Slaps$0,3, move $2,2Keke$0,3 to the front row and serve a $2,4Gourmet Dish$0,3 to the $2,2Dragon$0,3. In case $2,3Jiji$0,3 has had time to prepare some, apply $2,4Hot Sauce$0,3 on the $2,4Gourmet Dish$0,3 to increase chances of success. Note! The $2,2Red Dragon$0,3 is $5,3vegan$0,3, so be sure to choose the dish appropriately. Bam! Friendship achieved! tutorial_10_8a=And there you have it! Being successful in this encounter not only nets you a cool new mount, but there's also a 80 percent chance to get a $0,1Dragonscale $0,1Gaming Mouse$0,3 as a drop, which will almost certainly be an upgrade to whatever mouse $5,2Fofo$0,3 has equipped at this point of the game. tutorial_10_9a=Thank you for reading this strategy guide, and good luck on the $2,2Red Dragon$0,3 hunt! world_museum=Museum world_new_adv=New Adventures museum_101level=Welcome to the museum! museum_102level=Factory worker museum_103level=Backstage museum_104level=Train 2 museum_105level=Shuffle museum_106level=Boilerworks 2 museum_107level=Fungal trial 2 museum_108level=Safe museum_109level=More unused levels museum_109level_mapid= museum_10level=Affection museum_112level=Thank you for playing! museum_113level=Fiery pit museum_114level=Fragile existence - old museum_125level=Fallen words museum_126level=Boilerworks museum_12level=Separated by liquids museum_134level=Dim signal museum_13level=Babas are you museum_140level=Heavy fortification museum_143level=Apartment building museum_14level=The very locked hallway museum_152level=Fungal trial museum_154level=Secret garden museum_15level=Novice locksmith museum_16level=Delicate box museum_19level=Victory locker museum_204level=Key museum_20level=Covered by ice museum_213level=Move museum_24level=Cemetery museum_256level=After hours museum_259level=Double insulation museum_25level=Reach the flag, please museum_267level=Fortress 2 museum_26level=Keke the guard museum_276level=Train museum_27level=Safeguard museum_290level=Mobile lawn museum_296level=Turmoil in the clouds museum_300level=Cannon museum_311level=Keychain museum_321level=Secure cottage museum_328level=Tunnel museum_34level=Baba does not respond museum_35level=Cloud chamber museum_36level=Skeleton friends museum_38level=Public park rules museum_39level=Perfect crime A museum_40level=Dangerous garden museum_41level=House A museum_42level=House B museum_43level=House C museum_44level=House D museum_45level=House E museum_46level=Perfect crime B museum_50level=Beyond the river museum_52level=Tunnel vision museum_53level=Fortress museum_55level=Changeless A museum_56level=Changeless B museum_60level=Lonely sight museum_61level=Quarters museum_62level=Telephone museum_63level=Rusty door museum_65level=Back museum_66level=Twisty ways museum_68level=Wireless connection museum_73level=Moss on my doorstep museum_74level=Crossroads museum_79level=Museum of Unused Levels museum_79level_mapid= museum_80level=Old sewer museum_81level=Faucet museum_82level=Secure cottage prelude museum_83level=Victory by burning museum_84level=Museum of Revisions museum_84level_mapid= museum_85level=The Museum museum_85level_mapid= museum_86level=Lift museum_87level=Basics! museum_88level=Basics? museum_92level=Explorers museum_94level=Unsuspecting crowd museum_95level=Mouse hole museum_96level=Harmony museum_97level=Baba fields museum_d68level=Wireless connection 2 museum_spoilerlevel=Warning! museum_x103level=Bodyguards museum_x135level=Endless corridor museum_x148level=Tour museum_x164level=Multitool museum_x195level=Unwanted guest museum_x20level=Icy waters museum_x59level=Condition museum_x70level=Trap classic museum_x98level=Key in the open museum_y103level=Maintenance tunnel museum_y128level=Reunion museum_y138level=Even less there museum_y139level=Cranny museum_y246level=Toolshed museum_y317level=Straw museum_y322level=Majestic columns museum_y326level=Orchestra pit museum_y39level=Settlement museum_y40level=Settlement 2 museum_y50level=Nearly museum_y7level=Catch the thief! museum_y85level=Canyon museum_y8level=Locked in museum_yylevel=Tough liquids new_adv_100level=Looking for hollow spots new_adv_101level=Maintenance tunnels new_adv_102level=Smelting facility new_adv_103level=Hidden blueprints new_adv_104level=Fertile ground new_adv_105level=Electricity new_adv_106level=Snowy morning new_adv_107level=Rapid growth new_adv_108level=Alpine meadow new_adv_109level=Log cabin new_adv_110level=My home is on fire new_adv_111level=Test chamber new_adv_112level=Former glory new_adv_113level=Too late new_adv_114level=Bare new_adv_115level=Lockpicking new_adv_116level=Returning home new_adv_117level=Solar Energy new_adv_118level=Standby new_adv_119level=Sturdy flowers new_adv_120level=Treehouse new_adv_121level=Planet Baba new_adv_122level=Written in stone new_adv_123level=Antigravity new_adv_124level=Seasick new_adv_125level=House house new_adv_127level=Dangerous feeling new_adv_128level=Feeling dangerous new_adv_129level=Once more with feeling! new_adv_130level=Who is it? new_adv_131level=Pushing Uphill new_adv_132level=How time flies...! new_adv_133level=Sneaking about new_adv_134level=Seasons new_adv_135level=Parakeet bouncer new_adv_136level=Familiar Land new_adv_136level_mapid=Familiar new_adv_137level=Starry Lands new_adv_137level_mapid=Star new_adv_138level=Land of Delicacies new_adv_138level_mapid=Delicacy new_adv_139level=Land of Vehicles new_adv_139level_mapid=Vehicle new_adv_140level=Land Land Land new_adv_140level_mapid=Glitch new_adv_141level=Land of Oddities new_adv_141level_mapid=Oddity new_adv_142level=What's that? new_adv_143level=Where am I going? new_adv_144level=Why all this? new_adv_145level=Midnight meeting new_adv_146level=Private garden new_adv_147level=Secret clearing new_adv_148level=There and back new_adv_149level=Whoops Deluxe new_adv_150level=Tapestries new_adv_151level=Presenting credentials new_adv_152level=Reverse fate new_adv_153level=Baba the Conductor! new_adv_154level=Buzz new_adv_155level=Toy Factory new_adv_156level=Ventilation Shaft new_adv_157level=AAAA new_adv_158level=Hedge maze new_adv_160level=Baba Invaders new_adv_161level=Baba Hour new_adv_162level=Babarcade new_adv_162level_mapid=Arcade new_adv_164level=A simple maze new_adv_165level=Another simple maze new_adv_166level=Darkish Dungeon new_adv_167level=Snakeke new_adv_168level=Teamwork is a must new_adv_168level_subtitle=Move down to switch unit new_adv_170level=Colourful cavern old new_adv_171level=Musical interlude new_adv_172level=New friends! new_adv_173level=Private club new_adv_174level=New members new_adv_175level=Exclusive membership new_adv_176level=Clockwork ghosts new_adv_177level=Clockwords new_adv_178level=Clockworld new_adv_179level=Colourful cavern new_adv_17level=Tangled passage new_adv_180level=Conclusion new_adv_181level=Hangar new_adv_182level=Outreach new_adv_183level=Garden? What garden? new_adv_18level=Moonrise, sunset new_adv_19level=What does baba eat? new_adv_1blevel=OOOOO OO O OOO new_adv_20level=I was too hungry... new_adv_21level=Blow the candles out new_adv_22level=quickbaba new_adv_23level=Appetizer new_adv_24level=Delicious words new_adv_26level=Unsettling new_adv_27level=Shelter new_adv_28level=Supply route new_adv_29level=morefear new_adv_30level=Magician's trick new_adv_31level=Baba twins new_adv_32level=Warehouse new_adv_33level=Mimicry new_adv_35level=Safety box new_adv_36level=Antique halls new_adv_37level=Haunted spa new_adv_38level=Nudge new_adv_39level=Pay attention new_adv_40level=No duplicates new_adv_41level=New adventures! new_adv_42level=Baba's home new_adv_43level=Last snack new_adv_44level=Baba needs friends new_adv_45level=Exactly as it says new_adv_46level=Gravity chamber new_adv_47level=Skull pile new_adv_48level=The end new_adv_49level=Safety system new_adv_50level=Set the stage new_adv_51level=Skygate new_adv_52level=Shiny ladder new_adv_53level=Deep doors new_adv_54level=Cellar access new_adv_55level=Under the floor new_adv_56level=Jump up, Babastar new_adv_57level=Main course new_adv_58level=Starter course new_adv_59level=Dessert new_adv_60level=Bunker new_adv_62level=Sideways fireplace new_adv_63level=Spaceport new_adv_64level=testing new_adv_65level=Mixed identity new_adv_66level=Sun Boulevard new_adv_67level=Treacherous wetlands new_adv_69level=Lastest snack new_adv_70level=Safety vest new_adv_71level=Time travel new_adv_72level=Briar chute new_adv_73level=Worm study new_adv_74level=Firewall new_adv_76level=Abduction! new_adv_77level=Dream secret new_adv_78level=idlepush new_adv_79level=Matrix new_adv_80level=Harmful presence new_adv_81level=Destructive presence new_adv_82level=Hidden in the thicket new_adv_83level=Combination lock new_adv_84level=Under lock and key new_adv_85level=Tropical weather new_adv_86level=OOOOOOOO new_adv_87level=ABAB CD EFG new_adv_89level=(BABA) new_adv_90level=Forage new_adv_92level=BABABABABA new_adv_94level=Milky Way new_adv_95level=Waiting for you new_adv_96level=Hidden in the thicket 2 new_adv_97level=Harvest party new_adv_98level=Cave of Mirages new_adv_99level=Treasure Chest new_adv_a22level=Guarding triplet new_adv_a30level=Psychokinesis new_adv_x110level=Compact new_adv_y4level=Silly trick new_adv_y9level=Spotlights new_adv_93level=Untouchable new_adv_ph7level=Happy dance new_adv_ph8level=Experiment new_adv_ph17level=Gone fishing new_adv_208level=Enter the infinity new_adv_201level=Flight academy new_adv_202level=Flight academy 2 new_adv_207level=Flight academy 3 new_adv_203level=Cursed spa new_adv_204level=Advanced linguistics 1 new_adv_205level=Advanced linguistics 2 new_adv_206level=Advanced linguistics 3 new_adv_192level=Boom! new_adv_193level=Demolitionwork new_adv_197level=Cornered victory new_adv_194level=Clear vision new_adv_195level=Seeing double new_adv_199level=Seeing trouble new_adv_196level=Lesson in adjacency new_adv_198level=Where's the box? new_adv_200level=Cloud apartment museum_89level=Got all this stuff here new_adv_190level=Baba Is Empty new_adv_209level=Monstrous walls new_adv_210level=Steep hill new_adv_211level=Words eroded by time new_adv_25level=I'm invincible!