Master Godot 4.2+ Localization!

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  • Опубликовано: 4 окт 2024

Комментарии • 10

  • @CassyCodes
    @CassyCodes 6 месяцев назад +2

    You make it look so simple! I'll have to consider localization when I make future games!

  • @Joan-kr1jo
    @Joan-kr1jo Месяц назад

    That's cool. Really easy to understand and with an open source tool. Thank you!

  • @eddex.
    @eddex. 6 месяцев назад +1

    Very nice, was just thinking about how I could do this in Godot and then this popped up in my recommendations 😄. Does this work with plugins like Dialogic too?

    • @cashewolddew
      @cashewolddew  6 месяцев назад +1

      That's a very good question. I'll look it up as soon as I can and I'll consider making a quick video about it if it's really possible. 🥜

    • @eddex.
      @eddex. 6 месяцев назад

      @@cashewolddew I quickly tried it using Godot 4.2.1 and Dialogic 2.0-Alpha-13. Dialogic exports CSV files for translation instead of POT files and has built in functionality to add the translations from the CSV to the Godot TranslationServer in one click. Quite convenient but you need to use a different translation tool.

    • @cashewolddew
      @cashewolddew  6 месяцев назад

      @@eddex. Woah, thanks for actually trying that out! This is very useful! ^^

  • @quickestawab5045
    @quickestawab5045 6 месяцев назад +1

    Oh haha, i thought an unknown / dead language, like runes or latin, or even a made up language, if you specified that it was localization, i would've voted yes, thank you for mentioning my comment in the video.

    • @cashewolddew
      @cashewolddew  6 месяцев назад

      Ha ha, there's actually a really cool game using your idea. The game is called Tunic. Really enjoyable experience!

  • @pananag
    @pananag Месяц назад

    What if I have texts that dynamically change when the game runs? Or if I want to have texts that include variable values? Is it possible?

    • @cashewolddew
      @cashewolddew  Месяц назад

      Swapping between two translations should be simple. You'd just have to swap between identifiers. Instead of TEXT1, you print TEXT2. (Which are both translated)
      Regarding the inclusion of variables, I am not so sure. It would be worth some experimenting. Maybe you could make a textbox contain multiple identifiers and your variable?