
# ../tutorial_quickstart.rpyc:20
translate piglatin tutorial_dialogue_f6d3ddd3:

    # e "Probably the best way to learn Ren'Py is to see it in action. In this tutorial, I'll be showing you some of the things Ren'Py can do, and also showing you how to do them."
    e "Robablypay hetay estbay ayway otay earnlay Enray'Ypay isay otay eesay itay inay actionay. Niay histay utorialtay, Iay'llay ebay owingshay ouyay omesay ofay hetay hingstay Enray'Ypay ancay oday, anday alsoay owingshay ouyay owhay otay oday hemtay."

# ../tutorial_quickstart.rpyc:25
translate piglatin tutorial_dialogue_49c65906:

    # e "Code examples will show up in a window like the one above. You'll need to click outside of the example window in order to advance the tutorial."
    e "Odecay examplesay illway owshay upay inay aay indowway ikelay hetay oneay aboveay. Ouyay'llay eednay otay ickclay outsideay ofay hetay exampleay indowway inay orderay otay advanceay hetay utorialtay."

# ../tutorial_quickstart.rpyc:27
translate piglatin tutorial_dialogue_5c2cb6f9:

    # e "When an example is bigger than the screen, you can scroll around in it using the mouse wheel or by simply dragging the mouse."
    e "Henway anay exampleay isay iggerbay hantay hetay creensay, ouyay ancay crollsay arounday inay itay usingay hetay ousemay heelway oray ybay implysay raggingday hetay ousemay."

# ../tutorial_quickstart.rpyc:32
translate piglatin tutorial_dialogue_3528a1fe:

    # e "To create a new project, you can click New Project in the Ren'Py launcher."
    e "Otay reatecay aay ewnay rojectpay, ouyay ancay ickclay Ewnay Rojectpay inay hetay Enray'Ypay auncherlay."

# ../tutorial_quickstart.rpyc:34
translate piglatin tutorial_dialogue_3ef9231c:

    # e "If it's your first time making a Ren'Py game, you'll be asked to pick a directory to store your projects in."
    e "Fiay itay'say ouryay irstfay imetay akingmay aay Enray'Ypay amegay, ouyay'llay ebay askeday otay ickpay aay irectoryday otay orestay ouryay rojectspay inay."

# ../tutorial_quickstart.rpyc:36
translate piglatin tutorial_dialogue_15734bf9:

    # e "You'll then be asked for the name of the project, and also to choose a theme for the interface."
    e "Ouyay'llay hentay ebay askeday orfay hetay amenay ofay hetay rojectpay, anday alsoay otay oosechay aay hemetay orfay hetay interfaceay."

# ../tutorial_quickstart.rpyc:38
translate piglatin tutorial_dialogue_46edb91d:

    # e "Once that's done, Ren'Py will automatically create a directory and fill it with the files needed to make a project."
    e "Nceoay hattay'say oneday, Enray'Ypay illway automaticallyay reatecay aay irectoryday anday illfay itay ithway hetay ilesfay eedednay otay akemay aay rojectpay."

# ../tutorial_quickstart.rpyc:40
translate piglatin tutorial_dialogue_66d639af:

    # e "If you have Java installed, you'll be able to click Edit Script to open your project's script."
    e "Fiay ouyay avehay Avajay installeday, ouyay'llay ebay ableay otay ickclay Diteay Criptsay otay openay ouryay rojectpay'say criptsay."

# ../tutorial_quickstart.rpyc:42
translate piglatin tutorial_dialogue_f0d66410:

    # e "Let's see the simplest possible Ren'Py game."
    e "Etlay'say eesay hetay implestsay ossiblepay Enray'Ypay amegay."

# ../tutorial_quickstart.rpyc:48
translate piglatin tutorial_dialogue_3e6b0068:

    # "Wow, It's really really dark in here."
    "Owway, Tiay'say eallyray eallyray arkday inay erehay."

# ../tutorial_quickstart.rpyc:50
translate piglatin tutorial_dialogue_5072a404:

    # "Lucy" "Better watch out. You don't want to be eaten by a Grue."
    "Lucy" "Etterbay atchway outay. Ouyay onday'tay antway otay ebay eatenay ybay aay Ruegay."

# ../tutorial_quickstart.rpyc:59
translate piglatin tutorial_dialogue_871db44f:

    # e "I'll show you the code for that example."
    e "Iay'llay owshay ouyay hetay odecay orfay hattay exampleay."

# ../tutorial_quickstart.rpyc:61
translate piglatin tutorial_dialogue_6943c36d:

    # e "This code demonstrates two kinds of Ren'Py statements, labels and say statements."
    e "Histay odecay emonstratesday wotay indskay ofay Enray'Ypay atementsstay, abelslay anday aysay atementsstay."

# ../tutorial_quickstart.rpyc:63
translate piglatin tutorial_dialogue_bc7ec147:

    # e "The first line is a label statement. The label statement is used to give a name to a place in the program."
    e "Hetay irstfay inelay isay aay abellay atementstay. Hetay abellay atementstay isay useday otay ivegay aay amenay otay aay aceplay inay hetay rogrampay."

# ../tutorial_quickstart.rpyc:65
translate piglatin tutorial_dialogue_b20db833:

    # e "In this case, we're naming a place \"start\". The start label is special, as it marks the place a game begins running."
    e "Niay histay asecay, eway'eray amingnay aay aceplay \"artstay\". Hetay artstay abellay isay pecialsay, asay itay arksmay hetay aceplay aay amegay eginsbay unningray."

# ../tutorial_quickstart.rpyc:67
translate piglatin tutorial_dialogue_b0afbe96:

    # e "The next line is a simple say statement. It consists of a string beginning with a double-quote, and ending at the next double-quote."
    e "Hetay extnay inelay isay aay implesay aysay atementstay. Tiay onsistscay ofay aay ringstay eginningbay ithway aay oubleday-uoteqay, anday endingay atay hetay extnay oubleday-uoteqay."

# ../tutorial_quickstart.rpyc:69
translate piglatin tutorial_dialogue_628c9e4c:

    # e "Special characters in strings can be escaped with a backslash. To include \" in a string, we have to write \\\"."
    e "Pecialsay aracterschay inay ringsstay ancay ebay escapeday ithway aay ackslashbay. Otay includeay \" inay aay ringstay, eway avehay otay riteway \\\"."

# ../tutorial_quickstart.rpyc:74
translate piglatin tutorial_dialogue_3e6b0068_1:

    # "Wow, It's really really dark in here."
    "Owway, Tiay'say eallyray eallyray arkday inay erehay."

# ../tutorial_quickstart.rpyc:82
translate piglatin tutorial_dialogue_d7f0b5b7:

    # e "When Ren'Py sees a single string on a line by itself, it uses the narrator to say that string. So a single string can be used to express a character's thoughts."
    e "Henway Enray'Ypay eessay aay inglesay ringstay onay aay inelay ybay itselfay, itay usesay hetay arratornay otay aysay hattay ringstay. Osay aay inglesay ringstay ancay ebay useday otay expressay aay aracterchay'say houghtstay."

# ../tutorial_quickstart.rpyc:87
translate piglatin tutorial_dialogue_5072a404_1:

    # "Lucy" "Better watch out. You don't want to be eaten by a Grue."
    "Lucy" "Etterbay atchway outay. Ouyay onday'tay antway otay ebay eatenay ybay aay Ruegay."

# ../tutorial_quickstart.rpyc:95
translate piglatin tutorial_dialogue_9dd2d543:

    # e "When we have two strings separated by a space, the first is used as the character's name, and the second is what the character is saying."
    e "Henway eway avehay wotay ringsstay eparatedsay ybay aay pacesay, hetay irstfay isay useday asay hetay aracterchay'say amenay, anday hetay econdsay isay hatway hetay aracterchay isay ayingsay."

# ../tutorial_quickstart.rpyc:97
translate piglatin tutorial_dialogue_64ffe685:

    # e "This two-argument form of the say statement is used for dialogue, where a character is speaking out loud."
    e "Histay wotay-argumentay ormfay ofay hetay aysay atementstay isay useday orfay ialogueday, hereway aay aracterchay isay peakingsay outay oudlay."

# ../tutorial_quickstart.rpyc:99
translate piglatin tutorial_dialogue_97a33275:

    # e "If you'd like, you can run this game yourself by erasing everything in your project's script.rpy file, and replacing it with the code in the box above."
    e "Fiay ouyay'day ikelay, ouyay ancay unray histay amegay ourselfyay ybay erasingay everythingay inay ouryay rojectpay'say criptsay.pyray ilefay, anday eplacingray itay ithway hetay odecay inay hetay oxbay aboveay."

# ../tutorial_quickstart.rpyc:101
translate piglatin tutorial_dialogue_c5e70d7e:

    # e "Be sure to preserve the spacing before lines. That's known as indentation, and it's used to help Ren'Py group lines of script into blocks."
    e "Ebay uresay otay reservepay hetay pacingsay eforebay ineslay. Hattay'say nownkay asay indentationay, anday itay'say useday otay elphay Enray'Ypay oupgray ineslay ofay criptsay intoay ocksblay."

# ../tutorial_quickstart.rpyc:106
translate piglatin tutorial_dialogue_90719f73:

    # e "Using a string for a character's name is inconvenient, for two reasons."
    e "Singuay aay ringstay orfay aay aracterchay'say amenay isay inconvenientay, orfay wotay easonsray."

# ../tutorial_quickstart.rpyc:108
translate piglatin tutorial_dialogue_910f286a:

    # e "The first is that's it's a bit verbose. While typing \"Lucy\" isn't so bad, imagine if you had to type \"Eileen Richardson\" thousands of times."
    e "Hetay irstfay isay hattay'say itay'say aay itbay erbosevay. Hileway ypingtay \"Ucylay\" isnay'tay osay adbay, imagineay ifay ouyay adhay otay ypetay \"Ileeneay Ichardsonray\" housandstay ofay imestay."

# ../tutorial_quickstart.rpyc:110
translate piglatin tutorial_dialogue_9c9d59c2:

    # e "The second is that it doesn't leave any place to put styling, which can change the look of a character."
    e "Hetay econdsay isay hattay itay oesnday'tay eavelay anyay aceplay otay utpay ylingstay, hichway ancay angechay hetay ooklay ofay aay aracterchay."

# ../tutorial_quickstart.rpyc:112
translate piglatin tutorial_dialogue_2a2d1e51:

    # e "To solve these problems, Ren'Py lets you define Characters."
    e "Otay olvesay hesetay roblemspay, Enray'Ypay etslay ouyay efineday Haracterscay."

# ../tutorial_quickstart.rpyc:116
translate piglatin tutorial_dialogue_16e8c5fd:

    # e "Here's an example Character definition. It begins with the word \"define\". That tells Ren'Py that we are defining something."
    e "Erehay'say anay exampleay Haractercay efinitionday. Tiay eginsbay ithway hetay ordway \"efineday\". Hattay ellstay Enray'Ypay hattay eway areay efiningday omethingsay."

# ../tutorial_quickstart.rpyc:118
translate piglatin tutorial_dialogue_34fe5aa0:

    # e "Define is followed by a short name for the character, like \"l\". We'll be able to use that short name when writing dialogue."
    e "Efineday isay ollowedfay ybay aay ortshay amenay orfay hetay aracterchay, ikelay \"lay\". Eway'llay ebay ableay otay useay hattay ortshay amenay henway ritingway ialogueday."

# ../tutorial_quickstart.rpyc:120
translate piglatin tutorial_dialogue_67f90201:

    # e "This is followed by an equals sign, and the thing that we're defining. In this case, it's a Character."
    e "Histay isay ollowedfay ybay anay equalsay ignsay, anday hetay hingtay hattay eway'eray efiningday. Niay histay asecay, itay'say aay Haractercay."

# ../tutorial_quickstart.rpyc:122
translate piglatin tutorial_dialogue_4e454a89:

    # e "On the first line, the character's name is given to be \"Lucy\", and her name will be drawn a reddish color."
    e "Noay hetay irstfay inelay, hetay aracterchay'say amenay isay ivengay otay ebay \"Ucylay\", anday erhay amenay illway ebay rawnday aay eddishray olorcay."

# ../tutorial_quickstart.rpyc:124
translate piglatin tutorial_dialogue_db11f026:

    # e "These short names are case-sensitive. Capital L is a different name from lower-case l, so you'll need to be careful about that."
    e "Hesetay ortshay amesnay areay asecay-ensitivesay. Apitalcay Lay isay aay ifferentday amenay omfray owerlay-asecay lay, osay ouyay'llay eednay otay ebay arefulcay aboutay hattay."

# ../tutorial_quickstart.rpyc:128
translate piglatin tutorial_dialogue_1d161320:

    # e "Now that we have a character defined, we can use it to say dialogue."
    e "Ownay hattay eway avehay aay aracterchay efinedday, eway ancay useay itay otay aysay ialogueday."

# ../tutorial_quickstart.rpyc:134
translate piglatin tutorial_dialogue_3710169c:

    # l "Why are you trying to put words into my mouth? And who are you calling \"it\"?"
    l "Hyway areay ouyay yingtray otay utpay ordsway intoay ymay outhmay? Ndaay howay areay ouyay allingcay \"itay\"?"

# ../tutorial_quickstart.rpyc:136
translate piglatin tutorial_dialogue_6d463776:

    # l "What's more, what are you going to do about the Grue problem? Are you just going to leave me here?"
    l "Hatway'say oremay, hatway areay ouyay oinggay otay oday aboutay hetay Ruegay roblempay? Reaay ouyay ustjay oinggay otay eavelay emay erehay?"

# ../tutorial_quickstart.rpyc:145
translate piglatin tutorial_dialogue_023bcd31:

    # e "Here's the full game, including the two new lines of dialogue, both of which use the Character we defined to say dialogue."
    e "Erehay'say hetay ullfay amegay, includingay hetay wotay ewnay ineslay ofay ialogueday, othbay ofay hichway useay hetay Haractercay eway efinedday otay aysay ialogueday."

# ../tutorial_quickstart.rpyc:147
translate piglatin tutorial_dialogue_48bb9547:

    # e "The one-argument form of the say statement is unchanged, but in the two-argument form, instead of the first string we can use a short name."
    e "Hetay oneay-argumentay ormfay ofay hetay aysay atementstay isay unchangeday, utbay inay hetay wotay-argumentay ormfay, insteaday ofay hetay irstfay ringstay eway ancay useay aay ortshay amenay."

# ../tutorial_quickstart.rpyc:149
translate piglatin tutorial_dialogue_56a9936f:

    # e "When this say statement is run, Ren'Py will look up the short name, which is really a Python variable. It will then use the associated Character to show the dialogue."
    e "Henway histay aysay atementstay isay unray, Enray'Ypay illway ooklay upay hetay ortshay amenay, hichway isay eallyray aay Ythonpay ariablevay. Tiay illway hentay useay hetay associateday Haractercay otay owshay hetay ialogueday."

# ../tutorial_quickstart.rpyc:151
translate piglatin tutorial_dialogue_d5984a21:

    # e "The Character object controls who is speaking, the color of their name, and many other properties of the dialogue."
    e "Hetay Haractercay objectay ontrolscay howay isay peakingsay, hetay olorcay ofay heirtay amenay, anday anymay otheray ropertiespay ofay hetay ialogueday."

# ../tutorial_quickstart.rpyc:155
translate piglatin tutorial_dialogue_a5bcac8b:

    # e "Since the bulk of a visual novel is dialogue, we've tried to make it as easy to write as possible."
    e "Incesay hetay ulkbay ofay aay isualvay ovelnay isay ialogueday, eway'evay iedtray otay akemay itay asay easyay otay riteway asay ossiblepay."

# ../tutorial_quickstart.rpyc:157
translate piglatin tutorial_dialogue_6b9a42d0:

    # e "Hopefully, by allowing the use of short names for characters, we've succeeded."
    e "Opefullyhay, ybay allowingay hetay useay ofay ortshay amesnay orfay aracterschay, eway'evay ucceededsay."

# ../tutorial_quickstart.rpyc:163
translate piglatin tutorial_images_e09ac970:

    # e "A visual novel isn't much without images. So let's add some images to our little game."
    e "Aay isualvay ovelnay isnay'tay uchmay ithoutway imagesay. Osay etlay'say adday omesay imagesay otay ouray ittlelay amegay."

# ../tutorial_quickstart.rpyc:165
translate piglatin tutorial_images_a664a8bc:

    # e "Before we can show images, we must first put the image files into the game directory."
    e "Eforebay eway ancay owshay imagesay, eway ustmay irstfay utpay hetay imageay ilesfay intoay hetay amegay irectoryday."

# ../tutorial_quickstart.rpyc:167
translate piglatin tutorial_images_1d6236ee:

    # e "The easiest way to open the game directory is to click the Game Directory button in the Ren'Py launcher."
    e "Hetay easiestay ayway otay openay hetay amegay irectoryday isay otay ickclay hetay Amegay Irectoryday uttonbay inay hetay Enray'Ypay auncherlay."

# ../tutorial_quickstart.rpyc:169
translate piglatin tutorial_images_e41986f0:

    # e "All of the image files we'll be using here are in the game directory, under the tutorial directory, under the Ren'Py directory."
    e "Llaay ofay hetay imageay ilesfay eway'llay ebay usingay erehay areay inay hetay amegay irectoryday, underay hetay utorialtay irectoryday, underay hetay Enray'Ypay irectoryday."

# ../tutorial_quickstart.rpyc:173
translate piglatin tutorial_images_0b9f7257:

    # e "Here are some sample image definitions. They should be placed at the start of the file, without any indentation."
    e "Erehay areay omesay amplesay imageay efinitionsday. Heytay ouldshay ebay acedplay atay hetay artstay ofay hetay ilefay, ithoutway anyay indentationay."

# ../tutorial_quickstart.rpyc:175
translate piglatin tutorial_images_5d67054c:

    # e "The image statement begins with the keyword \"image\", which is followed by an image name, a space-separated list of words."
    e "Hetay imageay atementstay eginsbay ithway hetay eywordkay \"imageay\", hichway isay ollowedfay ybay anay imageay amenay, aay pacesay-eparatedsay istlay ofay ordsway."

# ../tutorial_quickstart.rpyc:177
translate piglatin tutorial_images_4c9a51ec:

    # e "The first word in the image name is the image tag. For the first image the tag is \"bg\", and for the others, it's \"lucy\"."
    e "Hetay irstfay ordway inay hetay imageay amenay isay hetay imageay agtay. Orfay hetay irstfay imageay hetay agtay isay \"gbay\", anday orfay hetay othersay, itay'say \"ucylay\"."

# ../tutorial_quickstart.rpyc:179
translate piglatin tutorial_images_bda71aa3:

    # e "This is followed by an equals sign, and a string giving an image name."
    e "Histay isay ollowedfay ybay anay equalsay ignsay, anday aay ringstay ivinggay anay imageay amenay."

# ../tutorial_quickstart.rpyc:181
translate piglatin tutorial_images_6d88aaa3:

    # e "A string giving an image name is only one of the dozens of kinds of displayable that Ren'Py supports."
    e "Aay ringstay ivinggay anay imageay amenay isay onlyay oneay ofay hetay ozensday ofay indskay ofay isplayableday hattay Enray'Ypay upportssay."

# ../tutorial_quickstart.rpyc:185
translate piglatin tutorial_images_76b954de:

    # e "Let's see what those look like in the game."
    e "Etlay'say eesay hatway hosetay ooklay ikelay inay hetay amegay."

# ../tutorial_quickstart.rpyc:192
translate piglatin tutorial_images_f04e72ea:

    # l "Now that the lights are on, we don't have to worry about Grues anymore."
    l "Ownay hattay hetay ightslay areay onay, eway onday'tay avehay otay orryway aboutay Ruesgay anymoreay."

# ../tutorial_quickstart.rpyc:196
translate piglatin tutorial_images_d77ffa1c:

    # l "But what's the deal with me being in a cave? Eileen gets to be out in the sun, and I'm stuck here!"
    l "Utbay hatway'say hetay ealday ithway emay eingbay inay aay avecay? Ileeneay etsgay otay ebay outay inay hetay unsay, anday Iay'may uckstay erehay!"

# ../tutorial_quickstart.rpyc:205
translate piglatin tutorial_images_6c0c938b:

    # e "Here's the script for that scene. Notice how it includes two new statements, the scene and show statement."
    e "Erehay'say hetay criptsay orfay hattay cenesay. Oticenay owhay itay includesay wotay ewnay atementsstay, hetay cenesay anday owshay atementstay."

# ../tutorial_quickstart.rpyc:207
translate piglatin tutorial_images_1a4660b9:

    # e "The scene statement clears the screen, and then adds a background image."
    e "Hetay cenesay atementstay earsclay hetay creensay, anday hentay addsay aay ackgroundbay imageay."

# ../tutorial_quickstart.rpyc:209
translate piglatin tutorial_images_672c8cb8:

    # e "The show statement adds a background image on top of all the other images on the screen."
    e "Hetay owshay atementstay addsay aay ackgroundbay imageay onay optay ofay allay hetay otheray imagesay onay hetay creensay."

# ../tutorial_quickstart.rpyc:211
translate piglatin tutorial_images_2fc7baee:

    # e "If there was already an image with the same tag, the new image is used to replace the old one."
    e "Fiay heretay asway alreadyay anay imageay ithway hetay amesay agtay, hetay ewnay imageay isay useday otay eplaceray hetay olday oneay."

# ../tutorial_quickstart.rpyc:213
translate piglatin tutorial_images_802825f2:

    # e "Changes to the list of shown images take place instantly, so in the example, the user won't see the background by itself."
    e "Hangescay otay hetay istlay ofay ownshay imagesay aketay aceplay instantlyay, osay inay hetay exampleay, hetay useray onway'tay eesay hetay ackgroundbay ybay itselfay."

# ../tutorial_quickstart.rpyc:215
translate piglatin tutorial_images_b246dfdd:

    # e "The second show statement has an at clause, which gives a location on the screen. Common locations are left, right, and center, but you can define many more."
    e "Hetay econdsay owshay atementstay ashay anay atay auseclay, hichway ivesgay aay ocationlay onay hetay creensay. Ommoncay ocationslay areay eftlay, ightray, anday entercay, utbay ouyay ancay efineday anymay oremay."

# ../tutorial_quickstart.rpyc:223
translate piglatin tutorial_images_bc4ae0c7:

    # e "In this example, we show an image named logo base, and we show it at a user-defined position, logopos."
    e "Niay histay exampleay, eway owshay anay imageay amednay ogolay asebay, anday eway owshay itay atay aay useray-efinedday ositionpay, ogoposlay."

# ../tutorial_quickstart.rpyc:225
translate piglatin tutorial_images_9defda43:

    # e "We also specify that it should be shown behind another image, in this case eileen. That's me."
    e "Eway alsoay pecifysay hattay itay ouldshay ebay ownshay ehindbay anotheray imageay, inay histay asecay eileenay. Hattay'say emay."

# ../tutorial_quickstart.rpyc:233
translate piglatin tutorial_images_73d331f7:

    # e "Finally, there's the hide statement, which hides the image with the given tag."
    e "Inallyfay, heretay'say hetay idehay atementstay, hichway ideshay hetay imageay ithway hetay ivengay agtay."

# ../tutorial_quickstart.rpyc:235
translate piglatin tutorial_images_f34f62d5:

    # e "Since the show statement replaces an image, and the scene statement clears the scene, it's pretty rare to hide an image."
    e "Incesay hetay owshay atementstay eplacesray anay imageay, anday hetay cenesay atementstay earsclay hetay cenesay, itay'say rettypay areray otay idehay anay imageay."

# ../tutorial_quickstart.rpyc:237
translate piglatin tutorial_images_e06fa53a:

    # e "The main use is for when a character or prop leaves before the scene is over."
    e "Hetay ainmay useay isay orfay henway aay aracterchay oray roppay eaveslay eforebay hetay cenesay isay overay."

# ../tutorial_quickstart.rpyc:246
translate piglatin tutorial_transitions_9b8c714c:

    # e "It can be somewhat jarring for the game to jump from place to place."
    e "Tiay ancay ebay omewhatsay arringjay orfay hetay amegay otay umpjay omfray aceplay otay aceplay."

# ../tutorial_quickstart.rpyc:253
translate piglatin tutorial_transitions_3e290ea8:

    # e "To help take some of edge off a change in scene, Ren'Py supports the use of transitions. Let's try that scene change again, but this time we'll use transitions."
    e "Otay elphay aketay omesay ofay edgeay offay aay angechay inay cenesay, Enray'Ypay upportssay hetay useay ofay ansitionstray. Etlay'say ytray hattay cenesay angechay againay, utbay histay imetay eway'llay useay ansitionstray."

# ../tutorial_quickstart.rpyc:268
translate piglatin tutorial_transitions_9c0a86c4:

    # e "That's much smoother. Here's some example code showing how we include transitions in our game."
    e "Hattay'say uchmay moothersay. Erehay'say omesay exampleay odecay owingshay owhay eway includeay ansitionstray inay ouray amegay."

# ../tutorial_quickstart.rpyc:270
translate piglatin tutorial_transitions_3e490d40:

    # e "It uses the with statement. The with statement causes the scene to transition from the last things shown to the things currently being shown."
    e "Tiay usesay hetay ithway atementstay. Hetay ithway atementstay ausescay hetay cenesay otay ansitiontray omfray hetay astlay hingstay ownshay otay hetay hingstay urrentlycay eingbay ownshay."

# ../tutorial_quickstart.rpyc:272
translate piglatin tutorial_transitions_a43847df:

    # e "It takes a transition as an argument. In this case, we're using the Dissolve transition. This transition takes as an argument the amount of time the dissolve should take."
    e "Tiay akestay aay ansitiontray asay anay argumentay. Niay histay asecay, eway'eray usingay hetay Issolveday ansitiontray. Histay ansitiontray akestay asay anay argumentay hetay amountay ofay imetay hetay issolveday ouldshay aketay."

# ../tutorial_quickstart.rpyc:274
translate piglatin tutorial_transitions_6fcee414:

    # e "In this case, each transition takes half a second."
    e "Niay histay asecay, eachay ansitiontray akestay alfhay aay econdsay."

# ../tutorial_quickstart.rpyc:278
translate piglatin tutorial_transitions_033042cc:

    # e "We can define a short name for a transition, using the define statement. Here, we're defining slowdissolve to be a dissolve that takes a whole second."
    e "Eway ancay efineday aay ortshay amenay orfay aay ansitiontray, usingay hetay efineday atementstay. Erehay, eway'eray efiningday owdissolveslay otay ebay aay issolveday hattay akestay aay holeway econdsay."

# ../tutorial_quickstart.rpyc:292
translate piglatin tutorial_transitions_0ba82f00:

    # e "Once a transition has been given a short name, we can use it in our game."
    e "Nceoay aay ansitiontray ashay eenbay ivengay aay ortshay amenay, eway ancay useay itay inay ouray amegay."

# ../tutorial_quickstart.rpyc:296
translate piglatin tutorial_transitions_51ff9600:

    # e "Ren'Py defines some transitions for you, like dissolve, fade, and move. For more complex or customized transitions, you'll have to define your own."
    e "Enray'Ypay efinesday omesay ansitionstray orfay ouyay, ikelay issolveday, adefay, anday ovemay. Orfay oremay omplexcay oray ustomizedcay ansitionstray, ouyay'llay avehay otay efineday ouryay ownay."

# ../tutorial_quickstart.rpyc:298
translate piglatin tutorial_transitions_a7905e16:

    # e "If you're interested, check out the Transitions Gallery section of the tutorial."
    e "Fiay ouyay'eray interesteday, eckchay outay hetay Ransitionstay Allerygay ectionsay ofay hetay utorialtay."

# ../tutorial_quickstart.rpyc:304
translate piglatin tutorial_music_8b92efb7:

    # e "Another important part of a visual novel or simulation game is the soundtrack."
    e "Notheraay importantay artpay ofay aay isualvay ovelnay oray imulationsay amegay isay hetay oundtracksay."

# ../tutorial_quickstart.rpyc:306
translate piglatin tutorial_music_53910317:

    # e "Ren'Py breaks sound up into channels. The channel a sound is played on determines if the sound loops, and if it is saved and restored with the game."
    e "Enray'Ypay eaksbray oundsay upay intoay annelschay. Hetay annelchay aay oundsay isay ayedplay onay eterminesday ifay hetay oundsay oopslay, anday ifay itay isay avedsay anday estoredray ithway hetay amegay."

# ../tutorial_quickstart.rpyc:308
translate piglatin tutorial_music_a1e37712:

    # e "When a sound is played on the music channel, it is looped, and it is saved when the game is saved."
    e "Henway aay oundsay isay ayedplay onay hetay usicmay annelchay, itay isay oopedlay, anday itay isay avedsay henway hetay amegay isay avedsay."

# ../tutorial_quickstart.rpyc:310
translate piglatin tutorial_music_d9086d22:

    # e "When the channel named sound is used, the sound is played once and then stopped. It isn't saved."
    e "Henway hetay annelchay amednay oundsay isay useday, hetay oundsay isay ayedplay onceay anday hentay oppedstay. Tiay isnay'tay avedsay."

# ../tutorial_quickstart.rpyc:312
translate piglatin tutorial_music_45cd30df:

    # e "The sounds themselves are stored in audio files. Ren'Py supports the Ogg Vorbis, mp3, mp2, and wav file formats."
    e "Hetay oundssay hemselvestay areay oredstay inay audioay ilesfay. Enray'Ypay upportssay hetay Ggoay Orbisvay, p3may, p2may, anday avway ilefay ormatsfay."

# ../tutorial_quickstart.rpyc:314
translate piglatin tutorial_music_a776b6ad:

    # e "Let's check out some of the commands that can effect the music channel."
    e "Etlay'say eckchay outay omesay ofay hetay ommandscay hattay ancay effectay hetay usicmay annelchay."

# ../tutorial_quickstart.rpyc:324
translate piglatin tutorial_music_8b606a55:

    # e "The play music command replaces the currently playing music, and replaces it with the named filename."
    e "Hetay ayplay usicmay ommandcay eplacesray hetay urrentlycay ayingplay usicmay, anday eplacesray itay ithway hetay amednay ilenamefay."

# ../tutorial_quickstart.rpyc:326
translate piglatin tutorial_music_18650fe7:

    # e "If you specify the currently-playing song, it will restart it."
    e "Fiay ouyay pecifysay hetay urrentlycay-ayingplay ongsay, itay illway estartray itay."

# ../tutorial_quickstart.rpyc:328
translate piglatin tutorial_music_413d91fc:

    # e "If the optional fadeout clause is given, it will fade out the currently playing music before starting the new music."
    e "Fiay hetay optionalay adeoutfay auseclay isay ivengay, itay illway adefay outay hetay urrentlycay ayingplay usicmay eforebay artingstay hetay ewnay usicmay."

# ../tutorial_quickstart.rpyc:330
translate piglatin tutorial_music_a282a0e3:

    # e "The queue statement also adds music to the named channel, but it waits until the currently-playing song is finished before playing the new music."
    e "Hetay ueueqay atementstay alsoay addsay usicmay otay hetay amednay annelchay, utbay itay aitsway untilay hetay urrentlycay-ayingplay ongsay isay inishedfay eforebay ayingplay hetay ewnay usicmay."

# ../tutorial_quickstart.rpyc:339
translate piglatin tutorial_music_01ca6bad:

    # e "The third statement is the stop statement. It stops the music playing on a channel. It too takes the fadeout clause."
    e "Hetay hirdtay atementstay isay hetay opstay atementstay. Tiay opsstay hetay usicmay ayingplay onay aay annelchay. Tiay ootay akestay hetay adeoutfay auseclay."

# ../tutorial_quickstart.rpyc:348
translate piglatin tutorial_music_384937da:

    # e "Unlike the music channel, playing a sound on the sound channel causes it to play only once."
    e "Nlikeuay hetay usicmay annelchay, ayingplay aay oundsay onay hetay oundsay annelchay ausescay itay otay ayplay onlyay onceay."

# ../tutorial_quickstart.rpyc:359
translate piglatin tutorial_music_dc707e58:

    # e "You can queue up multiple sounds on the sound channel, but they will only play one at a time."
    e "Ouyay ancay ueueqay upay ultiplemay oundssay onay hetay oundsay annelchay, utbay heytay illway onlyay ayplay oneay atay aay imetay."

# ../tutorial_quickstart.rpyc:366
translate piglatin tutorial_music_abcc2214:

    # e "Ren'Py has separate mixers for sound, music, and voices, so the player can adjust them as he likes."
    e "Enray'Ypay ashay eparatesay ixersmay orfay oundsay, usicmay, anday oicesvay, osay hetay ayerplay ancay adjustay hemtay asay ehay ikeslay."

# ../tutorial_quickstart.rpyc:372
translate piglatin tutorial_menus_0426904b:

    # e "Many visual novels require the player to make choices from in-game menus. These choices can add some challenge to the game, or adjust it to the player's preferences."
    e "Anymay isualvay ovelsnay equireray hetay ayerplay otay akemay oiceschay omfray inay-amegay enusmay. Hesetay oiceschay ancay adday omesay allengechay otay hetay amegay, oray adjustay itay otay hetay ayerplay'say referencespay."

# ../tutorial_quickstart.rpyc:374
translate piglatin tutorial_menus_9c3b9154:

    # e "Do you think your game will use menus?"
    e "Oday ouyay hinktay ouryay amegay illway useay enusmay?"

# ../tutorial_quickstart.rpyc:388
translate piglatin choice1_yes_f6d95df8:

    # e "While creating a multi-path visual novel can be a bit more work, it can yield a unique experience."
    e "Hileway reatingcay aay ultimay-athpay isualvay ovelnay ancay ebay aay itbay oremay orkway, itay ancay ieldyay aay uniqueay experienceay."

# ../tutorial_quickstart.rpyc:396
translate piglatin choice1_no_72958b50:

    # e "Games without menus are called kinetic novels, and there are dozens of them available to play."
    e "Amesgay ithoutway enusmay areay alledcay inetickay ovelsnay, anday heretay areay ozensday ofay hemtay availableay otay ayplay."

# ../tutorial_quickstart.rpyc:408
translate piglatin choice1_done_acba9504:

    # e "Here, you can see the code for that menu. If you scroll down, you can see the code we run after the menu."
    e "Erehay, ouyay ancay eesay hetay odecay orfay hattay enumay. Fiay ouyay crollsay ownday, ouyay ancay eesay hetay odecay eway unray afteray hetay enumay."

# ../tutorial_quickstart.rpyc:410
translate piglatin choice1_done_d18afbdf:

    # e "Menus are introduced by the menu statement. The menu statement takes an indented block, in which each line must contain a choice in quotes."
    e "Enusmay areay introduceday ybay hetay enumay atementstay. Hetay enumay atementstay akestay anay indenteday ockblay, inay hichway eachay inelay ustmay ontaincay aay oicechay inay uotesqay."

# ../tutorial_quickstart.rpyc:412
translate piglatin choice1_done_2865a192:

    # e "The choices must end with a colon, as each choice has its own block of Ren'Py code, that is run when that choice is selected."
    e "Hetay oiceschay ustmay enday ithway aay oloncay, asay eachay oicechay ashay itsay ownay ockblay ofay Enray'Ypay odecay, hattay isay unray henway hattay oicechay isay electedsay."

# ../tutorial_quickstart.rpyc:414
translate piglatin choice1_done_59cac95d:

    # e "Here, each block jumps to a label. While you could put small amounts of Ren'Py code inside a menu label, it's probably good practice to usually jump to a bigger block of code."
    e "Erehay, eachay ockblay umpsjay otay aay abellay. Hileway ouyay ouldcay utpay mallsay amountsay ofay Enray'Ypay odecay insideay aay enumay abellay, itay'say robablypay oodgay racticepay otay usuallyay umpjay otay aay iggerbay ockblay ofay odecay."

# ../tutorial_quickstart.rpyc:416
translate piglatin choice1_done_2851a313:

    # e "Scrolling down past the menu, you can see the labels that the menu jumps to. There are three labels here, named choice1_yes, choice1_no, and choice1_done."
    e "Crollingsay ownday astpay hetay enumay, ouyay ancay eesay hetay abelslay hattay hetay enumay umpsjay otay. Heretay areay hreetay abelslay erehay, amednay oice1_yeschay, oice1_nochay, anday oice1_donechay."

# ../tutorial_quickstart.rpyc:418
translate piglatin choice1_done_ff761b03:

    # e "When the first menu choice is picked, we jump to the choice1_yes, which runs two lines of script before jumping to choice1_done."
    e "Henway hetay irstfay enumay oicechay isay ickedpay, eway umpjay otay hetay oice1_yeschay, hichway unsray wotay ineslay ofay criptsay eforebay umpingjay otay oice1_donechay."

# ../tutorial_quickstart.rpyc:420
translate piglatin choice1_done_664fe702:

    # e "Similarly, picking the second choice jumps us to choice1_no, which also runs two lines of script."
    e "Imilarlysay, ickingpay hetay econdsay oicechay umpsjay usay otay oice1_nochay, hichway alsoay unsray wotay ineslay ofay criptsay."

# ../tutorial_quickstart.rpyc:422
translate piglatin choice1_done_31d12b1e:

    # e "The lines beginning with the dollar sign are lines of python code, which are used to set a flag based on the user's choice."
    e "Hetay ineslay eginningbay ithway hetay ollarday ignsay areay ineslay ofay ythonpay odecay, hichway areay useday otay etsay aay agflay asedbay onay hetay useray'say oicechay."

# ../tutorial_quickstart.rpyc:424
translate piglatin choice1_done_88398d3e:

    # e "The flag is named menu_flag, and it's set to True or False based on the user's choice. The if statement can be used to test a flag, so the game can remember the user's choices."
    e "Hetay agflay isay amednay enu_flagmay, anday itay'say etsay otay Ruetay oray Alsefay asedbay onay hetay useray'say oicechay. Hetay ifay atementstay ancay ebay useday otay esttay aay agflay, osay hetay amegay ancay ememberray hetay useray'say oiceschay."

# ../tutorial_quickstart.rpyc:432
translate piglatin choice1_done_2828dbfc:

    # e "For example, I remember that you plan to use menus in your game."
    e "Orfay exampleay, Iay ememberray hattay ouyay anplay otay useay enusmay inay ouryay amegay."

# ../tutorial_quickstart.rpyc:436
translate piglatin choice1_done_503786e4:

    # e "For example, I remember that you're planning to make a kinetic novel, without menus."
    e "Orfay exampleay, Iay ememberray hattay ouyay'eray anningplay otay akemay aay inetickay ovelnay, ithoutway enusmay."

# ../tutorial_quickstart.rpyc:441
translate piglatin choice1_done_819e234a:

    # e "Here's an example that shows how we can test a flag, and do different things if it is true or not."
    e "Erehay'say anay exampleay hattay owsshay owhay eway ancay esttay aay agflay, anday oday ifferentday hingstay ifay itay isay uetray oray otnay."

# ../tutorial_quickstart.rpyc:445
translate piglatin choice1_done_47fa2268:

    # e "Although we won't demonstrate it here, Ren'Py supports making decisions based on a combinations of points, flags, and other factors."
    e "Lthoughaay eway onway'tay emonstrateday itay erehay, Enray'Ypay upportssay akingmay ecisionsday asedbay onay aay ombinationscay ofay ointspay, agsflay, anday otheray actorsfay."

# ../tutorial_quickstart.rpyc:447
translate piglatin choice1_done_826a600b:

    # e "One of Ren'Py's big advantages is the flexibility using a scripting language like Python provides us. It lets us easily scale from kinetic novels to complex simulation games."
    e "Neoay ofay Enray'Ypay'say igbay advantagesay isay hetay exibilityflay usingay aay criptingsay anguagelay ikelay Ythonpay rovidespay usay. Tiay etslay usay easilyay calesay omfray inetickay ovelsnay otay omplexcay imulationsay amesgay."

# ../tutorial_quickstart.rpyc:449
translate piglatin choice1_done_c2efd260:

    # e "We look forward to seeing what you make with it."
    e "Eway ooklay orwardfay otay eeingsay hatway ouyay akemay ithway itay."

translate piglatin strings:

    # tutorial_quickstart.rpy:5
    old "Lucy"
    new "Ucylay"

    # tutorial_quickstart.rpy:377
    old "Yes, I do."
    new "Esyay, Iay oday."

    # tutorial_quickstart.rpy:377
    old "No, I don't."
    new "Onay, Iay onday'tay."

