Language Select Screen

CleanWater

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Hi there!

So, I realized that maintaining two project files to edit for each translation is really troublesome. Whenever I need to change or update something, I need to do the same again in the other project files. Sometimes I even forget a thing or other behind...

Then, I came with the idea of creating a Language Select screen on my game. However, the main issue with the system I planned is that I will need to create duplicates of my items, skills and enemies in the database for the second language, thus increasing the size (and hassle) of the whole project. And I still will have to work on chapter two ahead, which may result in a mess later. (I'm releasing the two chapters separated)

On the player's side, they will have the annoyance of selecting the language whenever they start the game and download a larger game.
This system also could lead to some inconsistencies (like the player having the untranslated item, skill and so) if they decide to select a different language.

I'm using RM2k3. If this system used scripts, it would be much easier, but that's not the case here.

I'm in a dilema now. What is worst, two projects for each language or only one bigger one?

Can someone here give me some ideas?
 
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NPC

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Two smaller projects if you're creating two separate games.

If it were any other version, you could probably get a script/plugin that inputs all dialogue from a .txt file or the like, in which case there would be barely any extra burden for languages, or even create a separate language pack to be downloaded at the user's wish.

Better for now to have two separate game files to prevent heavy downloads.

EDIT: That, or you have to place conditional branches within each event so that they use the language selected at the beginning, but that would by 3x the work as opposed to just twice the load.
 

CleanWater

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That, or you have to place conditional branches within each event so that they use the language selected at the beginning, but that would by 3x the work as opposed to just twice the load.
I planned a different approach. I would create a new event page for the switch EnglishON. But even so, it would be at least 2x the work. But the major problem still is the database. The player will have to get the duplicates translation of items and skills, the enemies also will have to be duplicates.

I think that the two separate game files is the only way then.;_;

I will focus in the main game, then work in the translation later to do it only once. :|
 

NPC

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Yeah, the database is why I said it would take thrice the work. You could make duplicates of every item and monster, but you would have to use images for the battle popups, and everything would be endlessly more complicated! >.<
 

Kes

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Choice of language is not, strictly speaking, a 'mechanic'.
[move]General Discussion[/move]
 

Rutlawski

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Please remember about the system and nomenclature, not only dialogue and the atabase.
All menu names, system nomenclature would have to be changed.
Eg. You wouldn't want to start a game in German and have a New Game command greeting you.
 

CleanWater

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You wouldn't want to start a game in German and have a New Game command greeting you.
For this I was planning to create a custom menu, but even so, it would be too much of a hassle.
 

Rutlawski

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Well of course but that's only the example, right?

Imagine what kind of work this really is, concerning all system actions, battle messages, game data etc.

I dont want to discourage you off course but that amount of work may not be worth such an effort, making the game copy in another language seems a bit easier and faster.
 

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