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localization

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Localization


RPG in a Box currently includes some basic localization support. This will allow you to provide multiple translations for your game's dialogue, messages, and other text.

Translation Format

In order to add support for multiple languages you will first need to create a spreadsheet containing any applicable text strings. Google Sheets is a great (and free) tool you can use to accomplish this. As shown below, the header row (starting in the second column) should contain the locale code for each language that your game will support. Each row after that should contain a unique ID to identify the string (all uppercase) followed by each translation of the string.

language1language2language3
KEY1stringstringstring
KEY2stringstringstring
KEY3stringstringstring

You can refer to Godot's list of locales for the locale codes that are supported. These are the codes that will be specified in the header row of your translations spreadsheet, for example “en” for English.

A simple example shown below contains English and French translations for the game title and some greeting dialogue.

Importing Translations

Once you've populated your translations spreadsheet, save it as a .CSV (comma-separated values) file. You can then import it into your project using the Import Resources tool located on the main toolbar.

After you have imported your translations, you can view them by opening the Game Configuration dialog and clicking on the Translations tab.

Using Translations

Once you have imported the translations into our project, you can reference them within dialogue or message text by using the placeholder syntax shown below (specifically, the string's unique ID enclosed by percent symbols).

At game runtime, any occurrences of these placeholders will be replaced with the translated text string corresponding to the active language.

Built-In Strings

The table below lists all of the text strings that are currently built into RPG in a Box. If you'd like to override one of these values (for example, if you'd like the “New Game” menu button to display as “Start Game” instead), or to provide these values for an additional language, you can simply include rows in your translations spreadsheet with the appropriate IDs.

You can also include a row in your translations spreadsheet having an ID of “GAME_TITLE” if you'd like to provide alternate translations of the game's title for each of your supported languages.

enfr
NEW_GAMENew GameNouvelle partie
CONTINUEContinueContinuer
OPTIONSOptionsOptions
QUITQuitQuitter
QUIT_TO_TITLEQuit to TitleRetour au titre
LANGUAGELanguageLangues
DISPLAY_MODEDisplay ModeMode d'affichage
INVERT_MOUSEInvert MouseSouris inversée
KEYBOARD_LAYOUTKeyboard LayoutConfiguration Clavier
BACKBackRetour
FULLSCREENFullscreenPlein écran
WINDOWEDWindowedFenêtré
ONOnOn
OFFOffOff
RESUMEResumeReprendre
SAVE_GAMESave GameSauvegarder
CREDITSCreditsCrédits
INVENTORYInventoryInventaire
REMAINING_USESRemaining uses:Utilisations restantes :
UNLIMITED_USESUnlimited usesUtilisation illimitée
RIGHT_CLICK_TO_USERight-click to use(Clic Droit pour utiliser)
ENTER_TO_USE(ENTER to use)(ENTRER pour utiliser)
CONFIRM_QUIT_GAMEAre you sure you want to quit?Etes-vous sûr de vouloir quitter ?
LOAD_GAMELoad GameCharger Partie
GAME_SAVEDGame SavedPartie Sauvegardée
END_TURNEnd TurnTour Final
ENEMY_TURNEnemy TurnTour Adverse
ANTIALIASINGAntialiasingAntialiasing
localization.1595561481.txt.gz · Last modified: 2020/07/23 20:31 by justin