
# game/tutorial_quickstart.rpy:28
translate italian tutorial_create_27048c11:

    # e "When you're ready to use Ren'Py to create your visual novel, the first step is to create a new project."
    e "Quando sei pronto per usare Ren'Py per creare la tua visual novel, il primo passo è creare un nuovo progetto."

# game/tutorial_quickstart.rpy:30
translate italian tutorial_create_bae6289c:

    # e "You can create a new project by clicking 'Create New Project' on the front screen of the launcher."
    e "Puoi creare un nuovo progetto cliccando su 'Create New Project' nella schermata principale del launcher."

# game/tutorial_quickstart.rpy:32
translate italian tutorial_create_45915fcb:

    # e "If this is your first time using Ren'Py, it'll ask you for the place you want to keep your projects. The best place is always somewhere that's frequently backed up."
    e "Se è la prima volta che usi Ren'Py, ti chiederà dove vuoi tenere i tuoi progetti. Il posto migliore è sempre un luogo che viene spesso sottoposto a backup."

# game/tutorial_quickstart.rpy:36
translate italian tutorial_create_55e30cb5:

    # e "After that, Ren'Py will ask for a name for your project. You'll have to stick to English letters and numbers, as zip files can't handle anything more than that."
    e "Dopo ciò, Ren'Py ti chiederà un nome per il tuo progetto. Dovrai limitarti a lettere e numeri inglesi, poiché i file zip non possono gestire altro."

# game/tutorial_quickstart.rpy:40
translate italian tutorial_create_dea3e5c2:

    # e "The next thing Ren'Py will ask for is the resolution the visual novel will run at. This controls how large or small you'll have to make your game's artwork."
    e "La prossima cosa che Ren'Py chiederà è la risoluzione a cui girerà la visual novel. Questo controlla quanto grandi o piccole dovranno essere le illustrazioni del tuo gioco."

# game/tutorial_quickstart.rpy:44
translate italian tutorial_create_3289ea75:

    # e "Finally, Ren'Py will ask you to select a color scheme. You can change this after the game has been created, so just pick a color that's pleasing."
    e "Infine, Ren'Py ti chiederà di selezionare uno schema di colori. Puoi cambiarlo dopo che il gioco è stato creato, quindi scegli semplicemente un colore piacevole."

# game/tutorial_quickstart.rpy:48
translate italian tutorial_create_6b9e3b96:

    # e "Once that's done, Ren'Py will work for a bit and return you to the main menu with the new project selected. Now, when you click Launch, Ren'Py will start your new game."
    e "Una volta fatto, Ren'Py lavorerà un po' e ti riporterà al menu principale con il nuovo progetto selezionato. Ora, quando clicchi Launch, Ren'Py avvierà il tuo nuovo gioco."

# game/tutorial_quickstart.rpy:50
translate italian tutorial_create_bdf94f9b:

    # e "To get back here, you can choose 'Tutorial' to switch to this tutorial game."
    e "Per tornare qui, puoi scegliere 'Tutorial' per passare a questo gioco tutorial."

# game/tutorial_quickstart.rpy:52
translate italian tutorial_create_22f516df:

    # e "You'll also need to edit the games script to make changes. To do that, click 'script.rpy' on the front page of the launcher."
    e "Avrai anche bisogno di modificare lo script dei giochi per apportare modifiche. Per farlo, clicca su 'script.rpy' nella pagina principale del launcher."

# game/tutorial_quickstart.rpy:54
translate italian tutorial_create_9151025b:

    # e "If it's your first time doing so, Ren'Py will ask you to select a text editor. Atom might be a safe choice, but read the descriptions to be sure."
    e "Se è la prima volta che lo fai, Ren'Py ti chiederà di selezionare un editor di testo. Atom potrebbe essere una scelta sicura, ma leggi le descrizioni per essere sicuro."

# game/tutorial_quickstart.rpy:56
translate italian tutorial_create_bfbd6220:

    # e "After the text editor is downloaded, the script will open up and you can start to change what characters are saying."
    e "Dopo che l'editor di testo è stato scaricato, lo script si aprirà e potrai iniziare a cambiare ciò che dicono i personaggi."

# game/tutorial_quickstart.rpy:69
translate italian tutorial_dialogue_112ff505:

    # e "Probably the most common thing a creator does with Ren'Py is to write dialogue for the player to read."
    e "Probabilmente la cosa più comune che un creatore fa con Ren'Py è scrivere dialoghi per il lettore."

# game/tutorial_quickstart.rpy:71
translate italian tutorial_dialogue_be2be31a:

    # e "But before I can show you how to write dialogue, let me show you how we present script examples."
    e "Ma prima di mostrarti come scrivere dialoghi, lascia che ti mostri come presentiamo gli esempi di script."

# game/tutorial_quickstart.rpy:74
translate italian tutorial_dialogue_7b6be28e:

    # "Eileen" "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."
    "Eileen" "Gli esempi appariranno in una finestra come quella qui sopra. Dovrai cliccare fuori dalla finestra dell'esempio per avanzare nel tutorial."

# game/tutorial_quickstart.rpy:76
translate italian tutorial_dialogue_5269d005:

    # "Eileen" "When an example is bigger than the screen, you can scroll around in it using the mouse wheel or by simply dragging the mouse."
    "Eileen" "Quando un esempio è più grande dello schermo, puoi scorrere all'interno usando la rotella del mouse o semplicemente trascinando il mouse."

# game/tutorial_quickstart.rpy:78
translate italian tutorial_dialogue_241c0c74:

    # "Eileen" "Script might seem scary at first, but if you look you'll see it's easy to match it up to what I'm saying."
    "Eileen" "Lo script potrebbe sembrare spaventoso all'inizio, ma se guardi vedrai che è facile metterlo in relazione con quello che sto dicendo."

# game/tutorial_quickstart.rpy:82
translate italian tutorial_dialogue_f0d66410:

    # e "Let's see the simplest possible Ren'Py game."
    e "Vediamo il gioco Ren'Py più semplice possibile."

# game/tutorial_quickstart.rpy:89
translate italian tutorial_dialogue_80d24775:

    # "Wow, it's really really dark in here."
    "Wow, fa davvero davvero buio qui."

# game/tutorial_quickstart.rpy:91
translate italian tutorial_dialogue_8e33e6d0:

    # "Lucy" "Better watch out. You don't want to be eaten by a Grue."
    "Lucy" "Fai attenzione. Non vuoi essere mangiato da un Grue."

# game/tutorial_quickstart.rpy:99
translate italian tutorial_dialogue_0e4a0202:

    # e "I'll show you the script of that example."
    e "Ti mostrerò lo script di quell'esempio."

# game/tutorial_quickstart.rpy:101
translate italian tutorial_dialogue_2d7d7d4f:

    # e "This script demonstrates two kinds of Ren'Py statements, labels and say statements."
    e "Questo script dimostra due tipi di istruzioni Ren'Py, le etichette (labels) e le istruzioni say."

# game/tutorial_quickstart.rpy:103
translate italian tutorial_dialogue_c4c855d5:

    # e "The first line is a label statement. The label statement is used to give a name to a place in the program."
    e "La prima riga è un'istruzione label. L'istruzione label viene usata per dare un nome a un punto nel programma."

# game/tutorial_quickstart.rpy:105
translate italian tutorial_dialogue_d6f880d6:

    # 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 "In questo caso, stiamo dando un nome a un punto \"start\". L'etichetta start è speciale, poiché marca il punto in cui un gioco inizia l'esecuzione."

# game/tutorial_quickstart.rpy:107
translate italian tutorial_dialogue_be46a0df:

    # 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 "La riga successiva è una semplice istruzione say. Consiste in una stringa che inizia con una doppia virgoletta e termina alla prossima doppia virgoletta."

# game/tutorial_quickstart.rpy:109
translate italian tutorial_dialogue_942408f7:

    # e "Special characters in strings can be escaped with a backslash. To include \" in a string, we have to write \\\"."
    e "I caratteri speciali nelle stringhe possono essere preceduti da un backslash. Per includere \" in una stringa, dobbiamo scrivere \\\"."

# game/tutorial_quickstart.rpy:125
translate italian tutorial_dialogue_e4b1e428:

    # 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 "Quando Ren'Py vede una singola stringa su una riga da sola, usa il narratore per dire quella stringa. Quindi una singola stringa può essere usata per esprimere i pensieri di un personaggio."

# game/tutorial_quickstart.rpy:139
translate italian tutorial_dialogue_5e017c5e:

    # 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 "Quando abbiamo due stringhe separate da uno spazio, la prima viene usata come nome del personaggio e la seconda è quello che il personaggio sta dicendo."

# game/tutorial_quickstart.rpy:141
translate italian tutorial_dialogue_2b8f5453:

    # e "This two-argument form of the say statement is used for dialogue, where a character is speaking out loud."
    e "Questa forma a due argomenti dell'istruzione say viene usata per il dialogo, dove un personaggio sta parlando ad alta voce."

# game/tutorial_quickstart.rpy:143
translate italian tutorial_dialogue_f9187892:

    # 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 "Se vuoi, puoi eseguire questo gioco da solo cancellando tutto nel file script.rpy del tuo progetto e sostituendolo con il codice nella casella sopra."

# game/tutorial_quickstart.rpy:145
translate italian tutorial_dialogue_c5950510:

    # 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 "Assicurati di preservare lo spaziamento prima delle righe. Questo è noto come indentazione e viene usato per aiutare Ren'Py a raggruppare le righe di script in blocchi."

# game/tutorial_quickstart.rpy:149
translate italian tutorial_dialogue_f0c9e940:

    # e "Using a string for a character's name is inconvenient, for two reasons."
    e "Usare una stringa per il nome di un personaggio è scomodo, per due ragioni."

# game/tutorial_quickstart.rpy:151
translate italian tutorial_dialogue_910f286a:

    # e "The first is that it's a bit verbose. While typing \"Lucy\" isn't so bad, imagine if you had to type \"Eileen Richardson\" thousands of times."
    e "La prima è che è un po' verboso. Mentre digitare \"Lucy\" non è così male, immagina se dovessi digitare \"Eileen Richardson\" migliaia di volte."

# game/tutorial_quickstart.rpy:153
translate italian tutorial_dialogue_db487e59:

    # e "The second is that it doesn't leave any place to put styling, which can change the look of a character."
    e "La seconda è che non lascia spazio per mettere lo styling, che può cambiare l'aspetto di un personaggio."

# game/tutorial_quickstart.rpy:155
translate italian tutorial_dialogue_809b0372:

    # e "To solve these problems, Ren'Py lets you define Characters."
    e "Per risolvere questi problemi, Ren'Py ti permette di definire Character."

# game/tutorial_quickstart.rpy:159
translate italian tutorial_dialogue_8a9a5a9a:

    # e "Here's an example Character definition. It begins with the word \"define\". That tells Ren'Py that we are defining something."
    e "Ecco un esempio di definizione di Character. Inizia con la parola \"define\". Questo dice a Ren'Py che stiamo definendo qualcosa."

# game/tutorial_quickstart.rpy:161
translate italian tutorial_dialogue_c00390c1:

    # 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 "Define è seguito da un nome breve per il personaggio, come \"l\". Saremo in grado di usare quel nome breve quando scriviamo i dialoghi."

# game/tutorial_quickstart.rpy:163
translate italian tutorial_dialogue_5a991e79:

    # e "This is followed by an equals sign, and the thing that we're defining. In this case, it's a Character."
    e "Questo è seguito da un segno di uguale, e la cosa che stiamo definendo. In questo caso, è un Character."

# game/tutorial_quickstart.rpy:165
translate italian tutorial_dialogue_2362c660:

    # e "On the first line, the character's name is given to be \"Lucy\", and her name will be drawn a reddish color."
    e "Nella prima riga, il nome del personaggio è dato come \"Lucy\", e il suo nome sarà disegnato di colore rossastro."

# game/tutorial_quickstart.rpy:167
translate italian tutorial_dialogue_d61503c5:

    # 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 "Questi nomi brevi sono sensibili alle maiuscole/minuscole. La L maiuscola è un nome diverso dalla l minuscola, quindi dovrai fare attenzione a questo."

# game/tutorial_quickstart.rpy:171
translate italian tutorial_dialogue_63499248:

    # e "Now that we have a character defined, we can use it to say dialogue."
    e "Ora che abbiamo definito un personaggio, possiamo usarlo per dire dialoghi."

# game/tutorial_quickstart.rpy:178
translate italian tutorial_dialogue_1f827579:

    # l "Why are you trying to put words into my mouth? And who are you calling \"it\"?"
    l "Perché stai cercando di mettermi parole in bocca? E chi stai chiamando \"lei\"?"

# game/tutorial_quickstart.rpy:180
translate italian tutorial_dialogue_a8d08566:

    # l "What's more, what are you going to do about the Grue problem? Are you just going to leave me here?"
    l "E poi, cosa farai del problema del Grue? Mi lascerai semplicemente qui?"

# game/tutorial_quickstart.rpy:188
translate italian tutorial_dialogue_47575606:

    # 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 "Ecco il gioco completo, incluse le due nuove righe di dialogo, entrambe delle quali usano il Character che abbiamo definito per dire il dialogo."

# game/tutorial_quickstart.rpy:190
translate italian tutorial_dialogue_ae0b524d:

    # 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 "La forma a un argomento dell'istruzione say è invariata, ma nella forma a due argomenti, invece della prima stringa possiamo usare un nome breve."

# game/tutorial_quickstart.rpy:192
translate italian tutorial_dialogue_b3935053:

    # 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 "Quando questa istruzione say viene eseguita, Ren'Py cercherà il nome breve, che è in realtà una variabile Python. Quindi userà il Character associato per mostrare il dialogo."

# game/tutorial_quickstart.rpy:194
translate italian tutorial_dialogue_5b6d4b8e:

    # e "The Character object controls who is speaking, the color of their name, and many other properties of the dialogue."
    e "L'oggetto Character controlla chi sta parlando, il colore del loro nome e molte altre proprietà del dialogo."

# game/tutorial_quickstart.rpy:198
translate italian tutorial_dialogue_b9a3dc0a:

    # e "Since the bulk of a visual novel is dialogue, we've tried to make it as easy to write as possible."
    e "Poiché la maggior parte di una visual novel è dialogo, abbiamo cercato di renderlo il più facile possibile da scrivere."

# game/tutorial_quickstart.rpy:200
translate italian tutorial_dialogue_45639218:

    # e "Hopefully, by allowing the use of short names for characters, we've succeeded."
    e "Speriamo, permettendo l'uso di nomi brevi per i personaggi, di esserci riusciti."

# game/tutorial_quickstart.rpy:206
translate italian tutorial_images_5d5e0f80:

    # e "A visual novel isn't much without images. So let's add some images to our little game."
    e "Una visual novel non è molto senza immagini. Quindi aggiungiamo alcune immagini al nostro piccolo gioco."

# game/tutorial_quickstart.rpy:208
translate italian tutorial_images_2f24860d:

    # e "Before we can show images, we must first choose image names, then place the image files into the images directory."
    e "Prima di poter mostrare le immagini, dobbiamo prima scegliere i nomi delle immagini, quindi posizionare i file delle immagini nella directory images."

# game/tutorial_quickstart.rpy:210
translate italian tutorial_images_d8226701:

    # e "An image name is something like 'bg cave' or 'lucy happy', with one or more parts separated by spaces."
    e "Un nome immagine è qualcosa come 'bg cave' o 'lucy happy', con una o più parti separate da spazi."

# game/tutorial_quickstart.rpy:212
translate italian tutorial_images_5b825657:

    # e "Each part should start with a lower-case letter, and then contain lower-case letters, numbers, and underscores."
    e "Ogni parte dovrebbe iniziare con una lettera minuscola e poi contenere lettere minuscole, numeri e trattini bassi."

# game/tutorial_quickstart.rpy:214
translate italian tutorial_images_6e22c70a:

    # e "The first part of an image is called the tag. For 'bg cave' the tag is 'bg', while for 'lucy happy' the tag is 'lucy'."
    e "La prima parte di un'immagine è chiamata tag. Per 'bg cave' il tag è 'bg', mentre per 'lucy happy' il tag è 'lucy'."

# game/tutorial_quickstart.rpy:216
translate italian tutorial_images_92970885:

    # e "You can open the images directory by clicking the appropriate button in the Ren'Py launcher."
    e "Puoi aprire la directory images cliccando sul pulsante appropriato nel launcher Ren'Py."

# game/tutorial_quickstart.rpy:218
translate italian tutorial_images_8d3646a9:

    # e "The files in the images directory should have the same name as the image, followed by an extension like .jpg, .png, or .webp."
    e "I file nella directory images dovrebbero avere lo stesso nome dell'immagine, seguito da un'estensione come .jpg, .png o .webp."

# game/tutorial_quickstart.rpy:220
translate italian tutorial_images_6c0b5a85:

    # e "Our example uses 'bg cave.jpg', 'lucy happy.png', and 'lucy mad.png'."
    e "Il nostro esempio usa 'bg cave.jpg', 'lucy happy.png' e 'lucy mad.png'."

# game/tutorial_quickstart.rpy:224
translate italian tutorial_images_1f9c6294:

    # e "Let's see what those look like in the game."
    e "Vediamo come appaiono nel gioco."

# game/tutorial_quickstart.rpy:230
translate italian tutorial_images_8c0c6092:

    # l "Now that the lights are on, we don't have to worry about Grues anymore."
    l "Ora che le luci sono accese, non dobbiamo più preoccuparci dei Grues."

# game/tutorial_quickstart.rpy:234
translate italian tutorial_images_666d9a45:

    # 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 "Ma cosa mi sto facendo in una grotta? Eileen può stare fuori al sole, e io sono bloccata qui!"

# game/tutorial_quickstart.rpy:242
translate italian tutorial_images_b99a8097:

    # e "Here's the script for that scene. Notice how it includes two new statements, the scene and show statement."
    e "Ecco lo script per quella scena. Nota come include due nuove istruzioni, l'istruzione scene e l'istruzione show."

# game/tutorial_quickstart.rpy:244
translate italian tutorial_images_b28c4489:

    # e "The scene statement clears the screen, and then adds a background image."
    e "L'istruzione scene pulisce lo schermo e poi aggiunge un'immagine di sfondo."

# game/tutorial_quickstart.rpy:246
translate italian tutorial_images_2e3e6331:

    # e "The show statement adds a new image on top of all the other images on the screen."
    e "L'istruzione show aggiunge una nuova immagine sopra tutte le altre immagini sullo schermo."

# game/tutorial_quickstart.rpy:248
translate italian tutorial_images_f0c4c2fd:

    # e "If there is already an image with the same tag, the new image is used to replace the old one."
    e "Se c'è già un'immagine con lo stesso tag, la nuova immagine viene usata per sostituire quella vecchia."

# game/tutorial_quickstart.rpy:250
translate italian tutorial_images_1d055627:

    # 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 "I cambiamenti alla lista delle immagini mostrate avvengono istantaneamente, quindi nell'esempio, l'utente non vedrà lo sfondo da solo."

# game/tutorial_quickstart.rpy:252
translate italian tutorial_images_78f2856a:

    # 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 "La seconda istruzione show ha una clausola at, che dà una posizione sullo schermo. Posizioni comuni sono left, right e center, ma puoi definirne molte altre."

# game/tutorial_quickstart.rpy:257
translate italian tutorial_images_395a89ff:

    # e "In this example, we show an image named logo base, and we show it at a creator-defined position, rightish."
    e "In questo esempio, mostriamo un'immagine chiamata logo base e la mostriamo in una posizione definita dal creatore, rightish."

# game/tutorial_quickstart.rpy:259
translate italian tutorial_images_c8e9094e:

    # e "We also specify that it should be shown behind another image, in this case eileen. That's me."
    e "Specifichiamo anche che dovrebbe essere mostrata dietro un'altra immagine, in questo caso eileen. Sono io."

# game/tutorial_quickstart.rpy:264
translate italian tutorial_images_a7a8c1d3:

    # e "Finally, there's the hide statement, which hides the image with the given tag."
    e "Infine, c'è l'istruzione hide, che nasconde l'immagine con il tag dato."

# game/tutorial_quickstart.rpy:266
translate italian tutorial_images_0c8204d2:

    # e "Since the show statement replaces an image, and the scene statement clears the scene, it's pretty rare to hide an image."
    e "Poiché l'istruzione show sostituisce un'immagine e l'istruzione scene pulisce la scena, è piuttosto raro nascondere un'immagine."

# game/tutorial_quickstart.rpy:268
translate italian tutorial_images_52584285:

    # e "The main use is for when a character or prop leaves before the scene is over."
    e "L'uso principale è per quando un personaggio o oggetto lascia prima che la scena finisca."

# game/tutorial_quickstart.rpy:282
translate italian tutorial_simple_positions_f3a61530:

    # e "When the standard positions that come with Ren'Py aren't enough for you, you can create your own. Here, I'll show you the easy way to do it."
    e "Quando le posizioni standard che vengono con Ren'Py non sono sufficienti per te, puoi creare le tue. Qui, ti mostrerò il modo facile per farlo."

# game/tutorial_quickstart.rpy:291
translate italian tutorial_simple_positions_a9c9c684:

    # e "The first way to do it is to show an image followed by a colon. Then indented on the next couple of lines are the xalign and yalign transform properties."
    e "Il primo modo per farlo è mostrare un'immagine seguita da due punti. Quindi indentate nelle prossime righe ci sono le proprietà di trasformazione xalign e yalign."

# game/tutorial_quickstart.rpy:293
translate italian tutorial_simple_positions_ab9b5b9f:

    # e "Each of the transform properties is a name followed by a value. For xalign and yalign, the values are numbers."
    e "Ognuna delle proprietà di trasformazione è un nome seguito da un valore. Per xalign e yalign, i valori sono numeri."

# game/tutorial_quickstart.rpy:295
translate italian tutorial_simple_positions_9c552c87:

    # e "The xalign transform property is the important one, as it controls where the image is placed horizontally on the screen."
    e "La proprietà di trasformazione xalign è quella importante, poiché controlla dove l'immagine è posizionata orizzontalmente sullo schermo."

# game/tutorial_quickstart.rpy:305
translate italian tutorial_simple_positions_c8877f28:

    # e "An xalign of 0.0 is the left side."
    e "Un xalign di 0.0 è il lato sinistro."

# game/tutorial_quickstart.rpy:315
translate italian tutorial_simple_positions_b9b07056:

    # e "0.5 is the center."
    e "0.5 è il centro."

# game/tutorial_quickstart.rpy:324
translate italian tutorial_simple_positions_7724d1b8:

    # e "And 1.0 is the right. The decimal place is important and has to be there. Just 1 by itself won't work the same."
    e "E 1.0 è a destra. La virgola decimale è importante e deve esserci. Solo 1 da solo non funzionerà allo stesso modo."

# game/tutorial_quickstart.rpy:333
translate italian tutorial_simple_positions_e4548739:

    # e "Of course, you can pick any position in between."
    e "Naturalmente, puoi scegliere qualsiasi posizione in mezzo."

# game/tutorial_quickstart.rpy:335
translate italian tutorial_simple_positions_3f5e39d3:

    # e "The yalign property is the same way, with 0.0 being the top of the screen and 1.0 being the bottom. Since most sprites stick to the bottom, it's almost always 1.0."
    e "La proprietà yalign è allo stesso modo, con 0.0 che è la parte superiore dello schermo e 1.0 quella inferiore. Poiché la maggior parte degli sprite si attaccano in basso, è quasi sempre 1.0."

# game/tutorial_quickstart.rpy:341
translate italian tutorial_simple_positions_3e1d4d51:

    # e "While being able to write positions like this is useful, having to repeatedly do so isn't. So Ren'Py lets you define a transform once, and reuse it."
    e "Sebbene essere in grado di scrivere posizioni come questa è utile, doverlo fare ripetutamente non lo è. Quindi Ren'Py ti permette di definire una trasformazione una volta e riutilizzarla."

# game/tutorial_quickstart.rpy:345
translate italian tutorial_simple_positions_4576e6b3:

    # e "Usually transforms are defined at the top of a file, right after the characters. But it doesn't matter to Ren'Py where you define them."
    e "Solitamente le trasformazioni sono definite all'inizio di un file, subito dopo i personaggi. Ma non importa a Ren'Py dove le definisci."

# game/tutorial_quickstart.rpy:347
translate italian tutorial_simple_positions_5e6f9d83:

    # e "The transform is given a name, slightleft, and then the xalign and yalign properties."
    e "La trasformazione riceve un nome, slightleft, e poi le proprietà xalign e yalign."

# game/tutorial_quickstart.rpy:355
translate italian tutorial_simple_positions_724c0eb8:

    # e "Once a transform has been defined, you can use it in the at clause of the show statement."
    e "Una volta che una trasformazione è stata definita, puoi usarla nella clausola at dell'istruzione show."

# game/tutorial_quickstart.rpy:360
translate italian tutorial_simple_positions_4e6f482e:

    # e "Transforms are sticky. If you replace an image without using a transform, Ren'Py will keep the same transforms it had been using."
    e "Le trasformazioni sono persistenti. Se sostituisci un'immagine senza usare una trasformazione, Ren'Py manterrà le stesse trasformazioni che stava usando."

# game/tutorial_quickstart.rpy:364
translate italian tutorial_simple_positions_c9e922b9:

    # e "Of course, there's a lot more to transforms than this. If you want to learn more, you can read the sections on Position Properties, Transforms and Animation, and Transform Properties."
    e "Naturalmente, c'è molto di più delle trasformazioni di questo. Se vuoi saperne di più, puoi leggere le sezioni su Proprietà di Posizione, Trasformazioni e Animazione e Proprietà di Trasformazione."

# game/tutorial_quickstart.rpy:366
translate italian tutorial_simple_positions_f755d1d1:

    # e "But for many visual novels, xalign and yalign are the only properties that matter."
    e "Ma per molte visual novel, xalign e yalign sono le uniche proprietà che contano."

# game/tutorial_quickstart.rpy:381
translate italian tutorial_transitions_29a8089a:

    # e "It can be somewhat jarring for the game to jump from place to place."
    e "Può essere un po' sgradevole che il gioco salti da un luogo all'altro."

# game/tutorial_quickstart.rpy:388
translate italian tutorial_transitions_7c4948f0:

    # 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 "Per aiutare a smorzare un cambiamento di scena, Ren'Py supporta l'uso delle transizioni. Proviamo di nuovo quel cambiamento di scena, ma questa volta useremo le transizioni."

# game/tutorial_quickstart.rpy:402
translate italian tutorial_transitions_5681ce58:

    # e "That's much smoother. Here's some example code showing how we include transitions in our game."
    e "Questo è molto più fluido. Ecco un po' di codice di esempio che mostra come includiamo transizioni nel nostro gioco."

# game/tutorial_quickstart.rpy:404
translate italian tutorial_transitions_c5958752:

    # 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 "Usa l'istruzione with. L'istruzione with causa la scena a passare dalle ultime cose mostrate alle cose attualmente mostrate."

# game/tutorial_quickstart.rpy:406
translate italian tutorial_transitions_e931d2f6:

    # 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 "Prende una transizione come argomento. In questo caso, stiamo usando la transizione Dissolve. Questa transizione prende come argomento la quantità di tempo che la dissolvenza dovrebbe richiedere."

# game/tutorial_quickstart.rpy:408
translate italian tutorial_transitions_b6c483c8:

    # e "In this case, each transition takes half a second."
    e "In questo caso, ogni transizione richiede mezzo secondo."

# game/tutorial_quickstart.rpy:412
translate italian tutorial_transitions_b40f9167:

    # 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 "Possiamo definire un nome breve per una transizione, usando l'istruzione define. Qui, stiamo definendo slowdissolve come una dissolvenza che richiede un intero secondo."

# game/tutorial_quickstart.rpy:427
translate italian tutorial_transitions_d637d48e:

    # e "Once a transition has been given a short name, we can use it in our game."
    e "Una volta che una transizione è stata data un nome breve, possiamo usarla nel nostro gioco."

# game/tutorial_quickstart.rpy:431
translate italian tutorial_transitions_e6f5b6c3:

    # 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 "Ren'Py definisce alcune transizioni per te, come dissolve, fade e move. Per transizioni più complesse o personalizzate, dovrai definire le tue."

# game/tutorial_quickstart.rpy:433
translate italian tutorial_transitions_6553520a:

    # e "If you're interested, check out the Transitions Gallery section of this tutorial."
    e "Se sei interessato, dai un'occhiata alla sezione Galleria delle Transizioni di questo tutorial."

# game/tutorial_quickstart.rpy:439
translate italian tutorial_music_c864c9d2:

    # e "Another important part of a visual novel or simulation game is the soundtrack."
    e "Un'altra parte importante di una visual novel o di un gioco di simulazione è la colonna sonora."

# game/tutorial_quickstart.rpy:441
translate italian tutorial_music_e2de7792:

    # 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 "Ren'Py divide il suono in canali. Il canale su cui viene riprodotto un suono determina se il suono viene ripetuto e se viene salvato e ripristinato con il gioco."

# game/tutorial_quickstart.rpy:443
translate italian tutorial_music_28b4d7f0:

    # e "When a sound is played on the music channel, it is looped, and it is saved when the game is saved."
    e "Quando un suono viene riprodotto sul canale music, viene ripetuto e viene salvato quando il gioco viene salvato."

# game/tutorial_quickstart.rpy:445
translate italian tutorial_music_6645b608:

    # e "When the channel named sound is used, the sound is played once and then stopped. It isn't saved."
    e "Quando viene usato il canale chiamato sound, il suono viene riprodotto una volta e poi fermato. Non viene salvato."

# game/tutorial_quickstart.rpy:447
translate italian tutorial_music_e3e5a95c:

    # e "The sounds themselves are stored in audio files. Ren'Py supports the Opus, Ogg Vorbis, and mp3 formats."
    e "I suoni stessi sono archiviati in file audio. Ren'Py supporta i formati Opus, Ogg Vorbis e mp3."

# game/tutorial_quickstart.rpy:449
translate italian tutorial_music_c584c758:

    # e "Let's check out some of the commands that can affect the music channel."
    e "Diamo un'occhiata ad alcuni dei comandi che possono influenzare il canale music."

# game/tutorial_quickstart.rpy:454
translate italian tutorial_music_331b9f7f:

    # e "The play music command replaces the currently playing music, and replaces it with the named filename."
    e "Il comando play music sostituisce la musica attualmente in riproduzione e la sostituisce con il file nominato."

# game/tutorial_quickstart.rpy:456
translate italian tutorial_music_e4b38c28:

    # e "If you specify the currently-playing song, it will restart it."
    e "Se specifichi la canzone attualmente in riproduzione, la riavvierà."

# game/tutorial_quickstart.rpy:458
translate italian tutorial_music_b9b81495:

    # e "If the optional fadeout clause is given, it will fade out the currently playing music before starting the new music."
    e "Se viene data la clausola facoltativa fadeout, sfumerà la musica attualmente in riproduzione prima di avviare la nuova musica."

# game/tutorial_quickstart.rpy:463
translate italian tutorial_music_e0274258:

    # 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 "L'istruzione queue aggiunge anche musica al canale nominato, ma aspetta che la canzone attualmente in riproduzione sia finita prima di riprodurre la nuova musica."

# game/tutorial_quickstart.rpy:468
translate italian tutorial_music_c2a0e867:

    # e "The third statement is the stop statement. It stops the music playing on a channel. It too takes the fadeout clause."
    e "La terza istruzione è l'istruzione stop. Ferma la musica in riproduzione su un canale. Prende anche la clausola fadeout."

# game/tutorial_quickstart.rpy:473
translate italian tutorial_music_1a8857e9:

    # e "Unlike the music channel, playing a sound on the sound channel causes it to play only once."
    e "A differenza del canale music, riprodurre un suono sul canale sound causa che venga riprodotto solo una volta."

# game/tutorial_quickstart.rpy:480
translate italian tutorial_music_3b5c6365:

    # e "You can queue up multiple sounds on the sound channel, but the sounds will only play one at a time."
    e "Puoi mettere in coda più suoni sul canale sound, ma i suoni verranno riprodotti solo uno alla volta."

# game/tutorial_quickstart.rpy:486
translate italian tutorial_music_bb40d4e5:

    # e "Ren'Py has separate mixers for sound, music, and voices, so the player can adjust them as they like."
    e "Ren'Py ha mixer separati per sound, music e voices, così il giocatore può regolarli come vuole."

# game/tutorial_quickstart.rpy:492
translate italian tutorial_menus_6d269803:

    # 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 "Molte visual novel richiedono al giocatore di fare scelte da menu nel gioco. Queste scelte possono aggiungere una sfida al gioco o adattarlo alle preferenze del giocatore."

# game/tutorial_quickstart.rpy:494
translate italian tutorial_menus_f9c7050a:

    # e "Do you like to play visual novels with choices in them?"
    e "Ti piace giocare a visual novel con scelte?"

# game/tutorial_quickstart.rpy:507
translate italian tutorial_menus_f478d401:

    # e "While creating a multi-path visual novel can be a bit more work, it can yield a unique experience."
    e "Sebbene creare una visual novel a più percorsi possa richiedere un po' più di lavoro, può fornire un'esperienza unica."

# game/tutorial_quickstart.rpy:517
translate italian tutorial_menus_c1c6370b:

    # e "Games without menus are called kinetic novels, and there are dozens of them available to play."
    e "I giochi senza menu sono chiamati kinetic novels e ce ne sono dozzine disponibili da giocare."

# game/tutorial_quickstart.rpy:528
translate italian tutorial_menus_545b4b7e:

    # 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 "Qui, puoi vedere il codice per quel menu. Se scorri in basso, puoi vedere il codice che eseguiamo dopo il menu."

# game/tutorial_quickstart.rpy:530
translate italian tutorial_menus_f4a8f060:

    # e "Menus are introduced by the menu statement. The menu statement takes an indented block, in which there can be one line of dialogue and multiple choices."
    e "I menu sono introdotti dall'istruzione menu. L'istruzione menu prende un blocco indentato, in cui ci può essere una riga di dialogo e più scelte."

# game/tutorial_quickstart.rpy:532
translate italian tutorial_menus_8c5e0e40:

    # e "Each choice 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 "Ogni scelta deve finire con due punti, poiché ogni scelta ha il suo blocco di codice Ren'Py, che viene eseguito quando quella scelta è selezionata."

# game/tutorial_quickstart.rpy:534
translate italian tutorial_menus_a0568d66:

    # 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 "Qui, ogni blocco salta a un'etichetta. Sebbene potresti inserire piccole quantità di codice Ren'Py all'interno di un'etichetta menu, è probabilmente una buona pratica solitamente saltare a un blocco più grande di codice."

# game/tutorial_quickstart.rpy:536
translate italian tutorial_menus_7456363f:

    # 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 "Scorrendo oltre il menu, puoi vedere le etichette a cui il menu salta. Ci sono tre etichette qui, chiamate choice1_yes, choice1_no e choice1_done."

# game/tutorial_quickstart.rpy:538
translate italian tutorial_menus_357e745d:

    # 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 "Quando la prima scelta del menu è selezionata, saltiamo a choice1_yes, che esegue due righe di script prima di saltare a choice1_done."

# game/tutorial_quickstart.rpy:540
translate italian tutorial_menus_e85875dd:

    # e "Similarly, picking the second choice jumps us to choice1_no, which also runs two lines of script."
    e "Similmente, selezionare la seconda scelta ci fa saltare a choice1_no, che esegue anche due righe di script."

# game/tutorial_quickstart.rpy:542
translate italian tutorial_menus_c9d43386:

    # 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 "Le righe che iniziano con il segno del dollaro sono righe di codice Python, che vengono usate per impostare un flag basato sulla scelta dell'utente."

# game/tutorial_quickstart.rpy:544
translate italian tutorial_menus_e4496493:

    # 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 "Il flag è chiamato menu_flag e viene impostato a True o False basato sulla scelta dell'utente. L'istruzione if può essere usata per testare un flag, così il gioco può ricordare le scelte dell'utente."

# game/tutorial_quickstart.rpy:549
translate italian tutorial_menus_8e7c5425:

    # e "For example, I remember that you plan to use menus in your game."
    e "Per esempio, ricordo che pianifichi di usare i menu nel tuo gioco."

# game/tutorial_quickstart.rpy:553
translate italian tutorial_menus_1c6999c8:

    # e "For example, I remember that you're planning to make a kinetic novel, without menus."
    e "Per esempio, ricordo che pianifichi di fare una kinetic novel, senza menu."

# game/tutorial_quickstart.rpy:555
translate italian tutorial_menus_3e27e90f:

    # e "Here's an example that shows how we can test a flag, and do different things if it is true or not."
    e "Ecco un esempio che mostra come possiamo testare un flag e fare cose diverse se è vero o no."

# game/tutorial_quickstart.rpy:560
translate italian tutorial_menus_e1e25b6c:

    # e "Finally, this shows how you can show dialogue and menus at the same time. Understand?"
    e "Infine, questo mostra come puoi mostrare dialoghi e menu allo stesso tempo. Hai capito?"

# game/tutorial_quickstart.rpy:574
translate italian tutorial_menus_cb4739c5:

    # e "Although we won't demonstrate it here, Ren'Py supports making decisions based on a combinations of points, flags, and other factors."
    e "Sebbene non lo dimostreremo qui, Ren'Py supporta il prendere decisioni basate su una combinazione di punti, flag e altri fattori."

# game/tutorial_quickstart.rpy:576
translate italian tutorial_menus_3a7c0172:

    # 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 "Uno dei grandi vantaggi di Ren'Py è la flessibilità che l'uso di un linguaggio di scripting come Python ci fornisce. Ci permette di scalare facilmente da kinetic novel a giochi di simulazione complessi."

# game/tutorial_quickstart.rpy:585
translate italian tutorial_input_eb99d782:

    # e "Some games might prompt the player for input."
    e "Alcuni giochi potrebbero chiedere all'utente di inserire dati."

# game/tutorial_quickstart.rpy:599
translate italian tutorial_input_c543b9e6:

    # e "That's done with Python, and especially the renpy.input function. The first line of this example prompts the player for some texts, and sticks it in the name variable."
    e "Questo viene fatto con Python, e specialmente la funzione renpy.input. La prima riga di questo esempio chiede all'utente del testo e lo inserisce nella variabile name."

# game/tutorial_quickstart.rpy:601
translate italian tutorial_input_2384e6db:

    # e "Often times, you'll want to clean the name up before you use it. The last line does that, by calling the strip method to remove whitespace, and replacing the name with a default if it's missing."
    e "Spesso, vorrai pulire il nome prima di usarlo. L'ultima riga lo fa, chiamando il metodo strip per rimuovere gli spazi bianchi e sostituendo il nome con uno predefinito se manca."

# game/tutorial_quickstart.rpy:605
translate italian tutorial_input_1dbb05d4:

    # e "To interpolate a variable, write it in square brackets. Isn't that right, [name]?"
    e "Per interpolare una variabile, scrivila tra parentesi quadre. Non è vero, [name]?"

# game/tutorial_quickstart.rpy:609
translate italian tutorial_input_c7d2d4d0:

    # e "Variable names can also be shown in character names. To do that, just include the variable in square brackets in the character's name. Got it?"
    e "I nomi delle variabili possono anche essere mostrati nei nomi dei personaggi. Per farlo, includi semplicemente la variabile tra parentesi quadre nel nome del personaggio. Hai capito?"

# game/tutorial_quickstart.rpy:612
translate italian tutorial_input_3f5466e9:

    # g "I think I do."
    g "Penso di sì."

# game/tutorial_quickstart.rpy:619
translate italian tutorial_input_466d5d0b:

    # e "Variable interpolation also works with other variables. Here, the answer is [answer] and the flag is [flag]."
    e "L'interpolazione di variabili funziona anche con altre variabili. Qui, la risposta è [answer] e il flag è [flag]."

# game/tutorial_quickstart.rpy:89
translate italian tutorial_dialogue_8989713f:

    # "Wow, it's really really dark in here."
    ""

# game/tutorial_quickstart.rpy:91
translate italian tutorial_dialogue_5072a404:

    # "Lucy" "Better watch out. You don't want to be eaten by a Grue."
    "Lucy" ""

# game/tutorial_quickstart.rpy:99
translate italian tutorial_dialogue_d39d1b2b:

    # e "I'll show you the script of that example."
    e ""

# game/tutorial_quickstart.rpy:101
translate italian tutorial_dialogue_f51ecf1f:

    # e "This script demonstrates two kinds of Ren'Py statements, labels and say statements."
    e ""

# game/tutorial_quickstart.rpy:103
translate italian 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 ""

# game/tutorial_quickstart.rpy:105
translate italian 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 ""

# game/tutorial_quickstart.rpy:107
translate italian 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 ""

# game/tutorial_quickstart.rpy:109
translate italian tutorial_dialogue_628c9e4c:

    # e "Special characters in strings can be escaped with a backslash. To include \" in a string, we have to write \\\"."
    e ""

# game/tutorial_quickstart.rpy:116
translate italian tutorial_dialogue_8989713f_1:

    # "Wow, it's really really dark in here."
    ""

# game/tutorial_quickstart.rpy:125
translate italian 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 ""

# game/tutorial_quickstart.rpy:131
translate italian tutorial_dialogue_5072a404_1:

    # "Lucy" "Better watch out. You don't want to be eaten by a Grue."
    "Lucy" ""

# game/tutorial_quickstart.rpy:139
translate italian 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 ""

# game/tutorial_quickstart.rpy:141
translate italian tutorial_dialogue_64ffe685:

    # e "This two-argument form of the say statement is used for dialogue, where a character is speaking out loud."
    e ""

# game/tutorial_quickstart.rpy:143
translate italian 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 ""

# game/tutorial_quickstart.rpy:145
translate italian 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 ""

# game/tutorial_quickstart.rpy:149
translate italian tutorial_dialogue_90719f73:

    # e "Using a string for a character's name is inconvenient, for two reasons."
    e ""

# game/tutorial_quickstart.rpy:153
translate italian 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 ""

# game/tutorial_quickstart.rpy:155
translate italian tutorial_dialogue_2a2d1e51:

    # e "To solve these problems, Ren'Py lets you define Characters."
    e ""

# game/tutorial_quickstart.rpy:159
translate italian 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 ""

# game/tutorial_quickstart.rpy:161
translate italian 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 ""

# game/tutorial_quickstart.rpy:163
translate italian 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 ""

# game/tutorial_quickstart.rpy:165
translate italian 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 ""

# game/tutorial_quickstart.rpy:167
translate italian 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 ""

# game/tutorial_quickstart.rpy:171
translate italian tutorial_dialogue_1d161320:

    # e "Now that we have a character defined, we can use it to say dialogue."
    e ""

# game/tutorial_quickstart.rpy:178
translate italian tutorial_dialogue_3710169c:

    # l "Why are you trying to put words into my mouth? And who are you calling \"it\"?"
    l ""

# game/tutorial_quickstart.rpy:180
translate italian 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 ""

# game/tutorial_quickstart.rpy:188
translate italian 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 ""

# game/tutorial_quickstart.rpy:190
translate italian 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 ""

# game/tutorial_quickstart.rpy:192
translate italian 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 ""

# game/tutorial_quickstart.rpy:194
translate italian tutorial_dialogue_d5984a21:

    # e "The Character object controls who is speaking, the color of their name, and many other properties of the dialogue."
    e ""

# game/tutorial_quickstart.rpy:198
translate italian 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 ""

# game/tutorial_quickstart.rpy:200
translate italian tutorial_dialogue_6b9a42d0:

    # e "Hopefully, by allowing the use of short names for characters, we've succeeded."
    e ""

# game/tutorial_quickstart.rpy:206
translate italian tutorial_images_e09ac970:

    # e "A visual novel isn't much without images. So let's add some images to our little game."
    e ""

# game/tutorial_quickstart.rpy:208
translate italian tutorial_images_40140793:

    # e "Before we can show images, we must first choose image names, then place the image files into the images directory."
    e ""

# game/tutorial_quickstart.rpy:210
translate italian tutorial_images_d73388f8:

    # e "An image name is something like 'bg cave' or 'lucy happy', with one or more parts separated by spaces."
    e ""

# game/tutorial_quickstart.rpy:212
translate italian tutorial_images_2d5596d4:

    # e "Each part should start with a lower-case letter, and then contain lower-case letters, numbers, and underscores."
    e ""

# game/tutorial_quickstart.rpy:214
translate italian tutorial_images_e02c0c82:

    # e "The first part of an image is called the tag. For 'bg cave' the tag is 'bg', while for 'lucy happy' the tag is 'lucy'."
    e ""

# game/tutorial_quickstart.rpy:216
translate italian tutorial_images_d5eafcf2:

    # e "You can open the images directory by clicking the appropriate button in the Ren'Py launcher."
    e ""

# game/tutorial_quickstart.rpy:218
translate italian tutorial_images_e4b12fb6:

    # e "The files in the images directory should have the same name as the image, followed by an extension like .jpg, .png, or .webp."
    e ""

# game/tutorial_quickstart.rpy:220
translate italian tutorial_images_a3bd89b2:

    # e "Our example uses 'bg cave.jpg', 'lucy happy.png', and 'lucy mad.png'."
    e ""

# game/tutorial_quickstart.rpy:224
translate italian tutorial_images_76b954de:

    # e "Let's see what those look like in the game."
    e ""

# game/tutorial_quickstart.rpy:230
translate italian tutorial_images_f04e72ea:

    # l "Now that the lights are on, we don't have to worry about Grues anymore."
    l ""

# game/tutorial_quickstart.rpy:234
translate italian 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 ""

# game/tutorial_quickstart.rpy:242
translate italian tutorial_images_6c0c938b:

    # e "Here's the script for that scene. Notice how it includes two new statements, the scene and show statement."
    e ""

# game/tutorial_quickstart.rpy:244
translate italian tutorial_images_1a4660b9:

    # e "The scene statement clears the screen, and then adds a background image."
    e ""

# game/tutorial_quickstart.rpy:246
translate italian tutorial_images_a5e7eb24:

    # e "The show statement adds a new image on top of all the other images on the screen."
    e ""

# game/tutorial_quickstart.rpy:248
translate italian tutorial_images_86e11de2:

    # e "If there is already an image with the same tag, the new image is used to replace the old one."
    e ""

# game/tutorial_quickstart.rpy:250
translate italian 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 ""

# game/tutorial_quickstart.rpy:252
translate italian 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 ""

# game/tutorial_quickstart.rpy:257
translate italian tutorial_images_82fceeb8:

    # e "In this example, we show an image named logo base, and we show it at a creator-defined position, rightish."
    e ""

# game/tutorial_quickstart.rpy:259
translate italian tutorial_images_9defda43:

    # e "We also specify that it should be shown behind another image, in this case eileen. That's me."
    e ""

# game/tutorial_quickstart.rpy:264
translate italian tutorial_images_73d331f7:

    # e "Finally, there's the hide statement, which hides the image with the given tag."
    e ""

# game/tutorial_quickstart.rpy:266
translate italian 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 ""

# game/tutorial_quickstart.rpy:268
translate italian tutorial_images_e06fa53a:

    # e "The main use is for when a character or prop leaves before the scene is over."
    e ""

# game/tutorial_quickstart.rpy:282
translate italian tutorial_simple_positions_b492e793:

    # e "When the standard positions that come with Ren'Py aren't enough for you, you can create your own. Here, I'll show you the easy way to do it."
    e ""

# game/tutorial_quickstart.rpy:291
translate italian tutorial_simple_positions_04e3bc44:

    # e "The first way to do it is to show an image followed by a colon. Then indented on the next couple of lines are the xalign and yalign transform properties."
    e ""

# game/tutorial_quickstart.rpy:293
translate italian tutorial_simple_positions_3ecad5f8:

    # e "Each of the transform properties is a name followed by a value. For xalign and yalign, the values are numbers."
    e ""

# game/tutorial_quickstart.rpy:295
translate italian tutorial_simple_positions_61c1b124:

    # e "The xalign transform property is the important one, as it controls where the image is placed horizontally on the screen."
    e ""

# game/tutorial_quickstart.rpy:305
translate italian tutorial_simple_positions_67ebea97:

    # e "An xalign of 0.0 is the left side."
    e ""

# game/tutorial_quickstart.rpy:315
translate italian tutorial_simple_positions_bd4f56d8:

    # e "0.5 is the center."
    e ""

# game/tutorial_quickstart.rpy:324
translate italian tutorial_simple_positions_fb2c48f2:

    # e "And 1.0 is the right. The decimal place is important and has to be there. Just 1 by itself won't work the same."
    e ""

# game/tutorial_quickstart.rpy:333
translate italian tutorial_simple_positions_8eebc9a7:

    # e "Of course, you can pick any position in between."
    e ""

# game/tutorial_quickstart.rpy:335
translate italian tutorial_simple_positions_4cd917f6:

    # e "The yalign property is the same way, with 0.0 being the top of the screen and 1.0 being the bottom. Since most sprites stick to the bottom, it's almost always 1.0."
    e ""

# game/tutorial_quickstart.rpy:341
translate italian tutorial_simple_positions_fbd1a3eb:

    # e "While being able to write positions like this is useful, having to repeatedly do so isn't. So Ren'Py lets you define a transform once, and reuse it."
    e ""

# game/tutorial_quickstart.rpy:345
translate italian tutorial_simple_positions_2377e3b3:

    # e "Usually transforms are defined at the top of a file, right after the characters. But it doesn't matter to Ren'Py where you define them."
    e ""

# game/tutorial_quickstart.rpy:347
translate italian tutorial_simple_positions_3ce7e367:

    # e "The transform is given a name, slightleft, and then the xalign and yalign properties."
    e ""

# game/tutorial_quickstart.rpy:355
translate italian tutorial_simple_positions_82d640d9:

    # e "Once a transform has been defined, you can use it in the at clause of the show statement."
    e ""

# game/tutorial_quickstart.rpy:360
translate italian tutorial_simple_positions_16b66785:

    # e "Transforms are sticky. If you replace an image without using a transform, Ren'Py will keep the same transforms it had been using."
    e ""

# game/tutorial_quickstart.rpy:364
translate italian tutorial_simple_positions_5d5e0cfd:

    # e "Of course, there's a lot more to transforms than this. If you want to learn more, you can read the sections on Position Properties, Transforms and Animation, and Transform Properties."
    e ""

# game/tutorial_quickstart.rpy:366
translate italian tutorial_simple_positions_e65da9bf:

    # e "But for many visual novels, xalign and yalign are the only properties that matter."
    e ""

# game/tutorial_quickstart.rpy:381
translate italian tutorial_transitions_9b8c714c:

    # e "It can be somewhat jarring for the game to jump from place to place."
    e ""

# game/tutorial_quickstart.rpy:388
translate italian 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 ""

# game/tutorial_quickstart.rpy:402
translate italian tutorial_transitions_9c0a86c4:

    # e "That's much smoother. Here's some example code showing how we include transitions in our game."
    e ""

# game/tutorial_quickstart.rpy:404
translate italian 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 ""

# game/tutorial_quickstart.rpy:406
translate italian 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 ""

# game/tutorial_quickstart.rpy:408
translate italian tutorial_transitions_6fcee414:

    # e "In this case, each transition takes half a second."
    e ""

# game/tutorial_quickstart.rpy:412
translate italian 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 ""

# game/tutorial_quickstart.rpy:427
translate italian tutorial_transitions_0ba82f00:

    # e "Once a transition has been given a short name, we can use it in our game."
    e ""

# game/tutorial_quickstart.rpy:431
translate italian 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 ""

# game/tutorial_quickstart.rpy:433
translate italian tutorial_transitions_1528f73f:

    # e "If you're interested, check out the Transitions Gallery section of this tutorial."
    e ""

# game/tutorial_quickstart.rpy:439
translate italian tutorial_music_8b92efb7:

    # e "Another important part of a visual novel or simulation game is the soundtrack."
    e ""

# game/tutorial_quickstart.rpy:441
translate italian 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 ""

# game/tutorial_quickstart.rpy:443
translate italian 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 ""

# game/tutorial_quickstart.rpy:445
translate italian tutorial_music_d9086d22:

    # e "When the channel named sound is used, the sound is played once and then stopped. It isn't saved."
    e ""

# game/tutorial_quickstart.rpy:447
translate italian tutorial_music_3555b640:

    # e "The sounds themselves are stored in audio files. Ren'Py supports the Opus, Ogg Vorbis, and mp3 formats."
    e ""

# game/tutorial_quickstart.rpy:449
translate italian tutorial_music_a2ffbe9b:

    # e "Let's check out some of the commands that can affect the music channel."
    e ""

# game/tutorial_quickstart.rpy:454
translate italian tutorial_music_8b606a55:

    # e "The play music command replaces the currently playing music, and replaces it with the named filename."
    e ""

# game/tutorial_quickstart.rpy:456
translate italian tutorial_music_18650fe7:

    # e "If you specify the currently-playing song, it will restart it."
    e ""

# game/tutorial_quickstart.rpy:458
translate italian 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 ""

# game/tutorial_quickstart.rpy:463
translate italian 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 ""

# game/tutorial_quickstart.rpy:468
translate italian 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 ""

# game/tutorial_quickstart.rpy:473
translate italian tutorial_music_384937da:

    # e "Unlike the music channel, playing a sound on the sound channel causes it to play only once."
    e ""

# game/tutorial_quickstart.rpy:480
translate italian tutorial_music_1d3e9fd2:

    # e "You can queue up multiple sounds on the sound channel, but the sounds will only play one at a time."
    e ""

# game/tutorial_quickstart.rpy:486
translate italian tutorial_music_aa01c19d:

    # e "Ren'Py has separate mixers for sound, music, and voices, so the player can adjust them as they like."
    e ""

# game/tutorial_quickstart.rpy:492
translate italian 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 ""

# game/tutorial_quickstart.rpy:494
translate italian tutorial_menus_431eeff0:

    # e "Do you like to play visual novels with choices in them?"
    e ""

# game/tutorial_quickstart.rpy:509
translate italian choice1_yes_f6d95df8:

    # e "While creating a multi-path visual novel can be a bit more work, it can yield a unique experience."
    e ""

# game/tutorial_quickstart.rpy:517
translate italian choice1_no_72958b50:

    # e "Games without menus are called kinetic novels, and there are dozens of them available to play."
    e ""

# game/tutorial_quickstart.rpy:528
translate italian 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 ""

# game/tutorial_quickstart.rpy:530
translate italian choice1_done_f9fa6889:

    # e "Menus are introduced by the menu statement. The menu statement takes an indented block, in which there can be one line of dialogue and multiple choices."
    e ""

# game/tutorial_quickstart.rpy:532
translate italian choice1_done_ebb2db38:

    # e "Each choice 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 ""

# game/tutorial_quickstart.rpy:534
translate italian 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 ""

# game/tutorial_quickstart.rpy:536
translate italian 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 ""

# game/tutorial_quickstart.rpy:538
translate italian 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 ""

# game/tutorial_quickstart.rpy:540
translate italian choice1_done_664fe702:

    # e "Similarly, picking the second choice jumps us to choice1_no, which also runs two lines of script."
    e ""

# game/tutorial_quickstart.rpy:542
translate italian 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 ""

# game/tutorial_quickstart.rpy:544
translate italian 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 ""

# game/tutorial_quickstart.rpy:549
translate italian choice1_done_2828dbfc:

    # e "For example, I remember that you plan to use menus in your game."
    e ""

# game/tutorial_quickstart.rpy:553
translate italian choice1_done_503786e4:

    # e "For example, I remember that you're planning to make a kinetic novel, without menus."
    e ""

# game/tutorial_quickstart.rpy:555
translate italian 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 ""

# game/tutorial_quickstart.rpy:560
translate italian choice1_done_461e6a59:

    # e "Finally, this shows how you can show dialogue and menus at the same time. Understand?" nointeract
    e "" nointeract

# game/tutorial_quickstart.rpy:564
translate italian choice1_done_a32e30fd:

    # e "Great."
    e ""

# game/tutorial_quickstart.rpy:568
translate italian choice1_done_fbd1dbc1:

    # e "If you look at the example, before the first choice, there's an indented say statement."
    e ""

# game/tutorial_quickstart.rpy:574
translate italian menu3_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 ""

# game/tutorial_quickstart.rpy:576
translate italian menu3_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 ""

# game/tutorial_quickstart.rpy:585
translate italian tutorial_input_066611c5:

    # e "Some games might prompt the player for input."
    e ""

# game/tutorial_quickstart.rpy:599
translate italian tutorial_input_dc3b4560:

    # e "That's done with Python, and especially the renpy.input function. The first line of this example prompts the player for some texts, and sticks it in the name variable."
    e ""

# game/tutorial_quickstart.rpy:601
translate italian tutorial_input_c88b3f4e:

    # e "Often times, you'll want to clean the name up before you use it. The last line does that, by calling the strip method to remove whitespace, and replacing the name with a default if it's missing."
    e ""

# game/tutorial_quickstart.rpy:605
translate italian tutorial_input_1236e9da:

    # e "To interpolate a variable, write it in square brackets. Isn't that right, [name]?"
    e ""

# game/tutorial_quickstart.rpy:609
translate italian tutorial_input_c1f7a808:

    # e "Variable names can also be shown in character names. To do that, just include the variable in square brackets in the character's name. Got it?"
    e ""

# game/tutorial_quickstart.rpy:612
translate italian tutorial_input_f7757a8e:

    # g "I think I do."
    g ""

# game/tutorial_quickstart.rpy:619
translate italian tutorial_input_0548d3e2:

    # e "Variable interpolation also works with other variables. Here, the answer is [answer] and the flag is [flag]."
    e ""

translate italian strings:

    # game/tutorial_quickstart.rpy:2
    old "Lucy"
    new "Lucy"

    # game/tutorial_quickstart.rpy:499
    old "Yes, I do."
    new "Sì, lo faccio."

    # game/tutorial_quickstart.rpy:502
    old "No, I don't."
    new "No, non lo faccio."

    # game/tutorial_quickstart.rpy:589
    old "What's your name?"
    new "Qual è il tuo nome?"

    # game/tutorial_quickstart.rpy:591
    old "Guy Shy"
    new "Timido"
