Localization - Translate your projects into several languages

DarkSearinox92

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Thank you very much for the detailed comments on bug reproduction. I will try to fix them in the next update.
There really is a small lag, and it is due to the function of creating a file system stamp, which is launched every time the game test is run. You can find a description of this function in the File System section and in the description of the UpdateFileSystemStamp plugin command. This function is not triggered when the game is released, only during testing.
I think the only solution to this problem is to add a setting so that the user decides whether he wants to use this function automatically or manually.
Also I have updated DKTools in demo. Thank you.

Oh, i understand! Yes, need to use the stamp version for mobile, i see it. Maybe in the test version is not useful? If you say that there is no lag on a deployed project, i think that the script can simple deactivate it in test mode and automatically activate it when you deploy the game. (simple idea...)

Hoping to see the next update soon for configure splash screen and select language. But more important things (i think), is the compatibility with streaming.js audio that is very great.

If i will see other thing, i will tell you :)
 

arkantos

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Hi, testing the plugin with the MOG title plugin, I notice a second of LAG when the DKTools plugin loads. That's normal?
 

DK

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Version 5.3.1
 

DK

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Version 5.4.0:
  • Added language switcher function in messages. You can now view messages in different languages while playing. The function does not work when selecting an item or entering numbers. Don’t forget to customize the button to open the window.
  • Help updated.
GIF.gif
 

DK

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Version 5.4.1:
  • Added support for CSV files. Now you can select the file format you want to use in your project in the plugin settings. Each format has its own pros and cons. For example, when using CSV, translate text into different languages in one file. You can also edit the translation with several people at the same time using online tools (for example, Google Docs).
  • The plugin commands UpdateLocalizationTags and ExportAllText have been updated. Fixed a bug due to which these commands did not process plugin parameters. Also UpdateLocalizationTags now supports CSV format.
  • Help updated.
Version 5.4.2:
  • Added delimiter setting for CSV files, by default - ";".
 

MikeMakes

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Does CSV option allow multiple .csv files as well?
 
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MikeMakes

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The multiple csv files work great.

For tag as a variable, e.g. Var 002 = '{Hello.}' , it doesn't update automatically when switching language during gameplay unless the variable is set again after language change?

This is no big deal, as it seems like this only applies to save files before installing translation plugin.
 
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MikeMakes

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Hi,

When I deploy my full game to Windows exe, the { } brackets show and no text is translated. However, it works fine in playtest.


Solved Edit: not updating plugins.js correctly
 
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srazysnake

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DK Tools link blocked due to Trojan...
 

DK

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Version 5.5.0:
  • Added new setting “Scan subfolders”. If you enable this setting, the localization plugin will additionally scan the subfolders in the translation folder, thus allowing you to more conveniently organize the storage of files. For example, before you could only use one folder for the language locales/en/. Now inside this folder you can create subfolders, for example, locales/en/menus/, locales/en/messages.
  • A new setting “Languages source” has been added, which will allow setting the game languages to a separate JSON file in the data folder. This can come in handy to easily add new languages after the game is released.
  • Added settings that allow you to rename the text of the options ON and OFF.
  • Help updated.
 

DK

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DK Tools link blocked due to Trojan...
I assure you that there are no viruses. Antivirus can swear at files with the js, rar extension (which contain js files)
 

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