- Feb 7, 2016
- Reaction score
- First Language
- Primarily Uses
LanguageManager + Core
I've started working on a LanguageManager / Language Selection Plugin which lets you change the language ingame without having the trouble of assigning variables/switches and stuff like that.
And because it's really hard to grasp what exactly needs to be changed, I've started writing a tool in C# (with the help of TheGreenKey) , which helps you, creating a localization for your game.
Why a plugin?:
So I want to create a game... a multilingual game (german + english) but I didn't want to think of all the translation right at the beginning. Neither didn't I want to actually look through all MapInfos - and such - and see what texts are displayed when the game is finished and contains like >100 Maps. So I thought I'll divide this work into two parts: Create a plugin + tool in the first step and then get prompted by the tool with all the information that needs to be translated after the game is done (without touching any events or variables).
The tool is completely for you.
Current Version: v0.2a
Description: This plugin expands the DataManager to load localized files (which are generated by you) depending on the language selected.
- Language Stuff (yeah!)
- Expands Options Window (change language ANYTIME)
- Language prompt on startup
*Systemlanguage of the running device
- *Show flag icons
*Not integrated (yet) as only "nice-to-have". Maybe for future versions
- Plugin: 100% (some optional things are still open)
- Tool: ~15% (still having trouble finding all the information)
Changelog 0.2a :
- Added a "Core" plugin for compatibility stuff
- Rewritten loading procedure compared to v0.1
Showcase for v.0.1 :
I used google translator for italian text I'm sorry
Because I've started developing 5-6 plugins right off the bat, I've came up with a Core plugin to handle the compatibility. A new showcase with a complete tutorial on the tool will be released after the developing on the tool is done.
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