Consider that I want to publish a game in different languages. While maybe I'm not the one who provide the translations, I want everyone, can easily grab the entire dialogues file and translate them using a text editor. No need to own RPG Maker, no need to have scripting skills to do that for sure.
So here are my thoughts based on my current experience and knowledge :
1. Rather than using RPG Maker to show text manually stored inside an event, how about create a single global variable called DIALOGUES, which is a container to the entire dialogues, could it be text, system message, menu label, etc. This variable is categorized, and each category items has its own ID. For example :
DIALOGUES = { :Common => [#this is ID no 0-5"Hello, how do you do?","Welcome to the village!",.....#this is ID no 6-10#and so on ], :Another_Category => []}
then in "Show Text" just call DIALOGUES[:Common][0] which result in "Hello, how do you do?". This approach could also eliminate redundancy. Gonna need to alter message-related class to do this
2. Store that variable in a .rb file, separated from the rest of the file, so anyone can just grab it and start the translation.
3. At the game start, check the file integrity, to avoid corrupt, ID mismatch, missing, etc. If invalid, use the default language pack stored inside the .rgssad and store in into memory (I dunno if.. lets say 2500 lines worth of dialogues will take a long time to load)
or, rather than any ruby related variable, what if the dialogues stored in a plain text file ? I'm not sure how to keep track of each dialogue though. Gonna invent some text grabbing method maybe for easier call.
I also curious how to overcome problems for non-alphabet characters such as kanji and arabic not properly showing up (mostly displayed as boxes).
I think that's it. Anyone has better ideas of what kind of approach for localization? Please share your thoughts here Thanks in advance
Consider that I want to publish a game in different languages. While maybe I'm not the one who provide the translations, I want everyone, can easily grab the entire dialogues file and translate them using a text editor. No need to own RPG Maker, no need to have scripting skills to do that for sure.
So here are my thoughts based on my current experience and knowledge :
1. Rather than using RPG Maker to show text manually stored inside an event, how about create a single global variable called DIALOGUES, which is a container to the entire dialogues, could it be text, system message, menu label, etc. This variable is categorized, and each category items has its own ID. For example :
then in "Show Text" just call DIALOGUES[:Common][0] which result in "Hello, how do you do?". This approach could also eliminate redundancy. Gonna need to alter message-related class to do this
2. Store that variable in a .rb file, separated from the rest of the file, so anyone can just grab it and start the translation.
3. At the game start, check the file integrity, to avoid corrupt, ID mismatch, missing, etc. If invalid, use the default language pack stored inside the .rgssad and store in into memory (I dunno if.. lets say 2500 lines worth of dialogues will take a long time to load)
or, rather than any ruby related variable, what if the dialogues stored in a plain text file ? I'm not sure how to keep track of each dialogue though. Gonna invent some text grabbing method maybe for easier call.
I also curious how to overcome problems for non-alphabet characters such as kanji and arabic not properly showing up (mostly displayed as boxes).
I think that's it. Anyone has better ideas of what kind of approach for localization? Please share your thoughts here Thanks in advance
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