Hi how do i make it so i can have a setting so people may change between available languages basically how do i make the game translate automatically by pressing something?
I don't know how you could do this, but you could have a variable or something telling the game which language the player wants to read. Then you would write a passage, then put it into Google Translate or whatever you want. After that, have loads of bits of writing all in the different languages, and have a lot of (if:) statements to choose which bit of text.
Also, instead of having passage links to choose languages, you could use the (link:) macro. Like this:
Select your language:
(link: "French")[(set: $language to "france")]
(link: "English")[(set: $language to "england")]
(link: "Spanish")[(set: $language to "spanish")]
Localisation is always difficult and I'm not sure there is ever a good automatic translate. Most games are localised by specialist translators doing it manually.
I don't know how you could do this, but you could have a variable or something telling the game which language the player wants to read. Then you would write a passage, then put it into Google Translate or whatever you want. After that, have loads of bits of writing all in the different languages, and have a lot of (if:) statements to choose which bit of text.
Does this help?
Im sorry im new, how do i do this
"you could have a variable or something telling the game which language the player wants to read."
There is no simple method to have your story automatically translate the contents of each passage into a different language as the passage is being show to the Reader, in such a way that the translated text will be completely understood.
Generally what happens in a project that supports more than a single language is:
1. You work on the project in the main language until you reach a point where most (if not all) the text for the new version has been written.
2. You give a copy of the text that needs to be translated to the people doing the translation.
3. The translators give you a copy of the translated text.
4. You merge the translated text into the project.
5. You release the new version (including the translations) of the project.
6. Go back to step 1 and start working on the next version.
notes:
. The above is a very simple breakdown of what can occur.
. Quite often there is a lot of communication back-and-forth between the project developers and the translators between steps 2 and 3.
The above does not cover the many different ways that can be used to actually display the main/translated text to the reader. Many (is not most) of the different ways consist of using an ID to identify each of the different pieces of text contained in the project, and then using that ID to locate the right piece of text in the correct language so it can be displayed to the reader.
There is no simple method to have your story automatically translate the contents of each passage into a different language as the passage is being show to the Reader, in such a way that the translated text will be completely understood.
Generally what happens in a project that supports more than a single language is:
1. You work on the project in the main language until you reach a point where most (if not all) the text for the new version has been written.
2. You give a copy of the text that needs to be translated to the people doing the translation.
3. The translators give you a copy of the translated text.
4. You merge the translated text into the project.
5. You release the new version (including the translations) of the project.
6. Go back to step 1 and start working on the next version.
notes:
. The above is a very simple breakdown of what can occur.
. Quite often there is a lot of communication back-and-forth between the project developers and the translators between steps 2 and 3.
The above does not cover the many different ways that can be used to actually display the main/translated text to the reader. Many (is not most) of the different ways consist of using an ID to identify each of the different pieces of text contained in the project, and then using that ID to locate the right piece of text in the correct language so it can be displayed to the reader.
<strong>Choose your language / Elige tu idioma:</strong>
[]<selectedLanguage|
{
(link-repeat: "English")[(set:$language to "English")(replace: ?selectedLanguage)[The game will play in English.]]
(link-repeat: "Español")[(set:$language to "Español")(replace: ?selectedLanguage)[Los textos estarán en español.]]
[[Return. / Volver.|Inicio]]
}
And later I have the languages split in each node:
(if: $language is "English")[How could you feel anything, after all? So many deaths... But you had feelings, long time ago, in this apartment.
[[Remember.|Remembering]]]
(if: $language is "Español")[¿Cómo podrías sentir nada, después de todo? Tantas muertes... Pero tenías sentimientos, hace tiempo, en este apartamento.
[[Recordar.|Remembering]]]
Best of luck with that. Automatic translation is not feasible.
<strong>Choose your language / Elige tu idioma:</strong>
[]<selectedLanguage|
{
(link-repeat: "English")[(set:$language to "English")(replace: ?selectedLanguage)[The game will play in English.]]
(link-repeat: "Español")[(set:$language to "Español")(replace: ?selectedLanguage)[Los textos estarán en español.]]
[[Return. / Volver.|Inicio]]
}
And later I have the languages split in each node:
(if: $language is "English")[How could you feel anything, after all? So many deaths... But you had feelings, long time ago, in this apartment.
[[Remember.|Remembering]]]
(if: $language is "Español")[¿Cómo podrías sentir nada, después de todo? Tantas muertes... Pero tenías sentimientos, hace tiempo, en este apartamento.
[[Recordar.|Remembering]]]
Best of luck with that. Automatic translation is not feasible.
Comments
Does this help?
That way it would all be on one passage.
Im sorry im new, how do i do this
"you could have a variable or something telling the game which language the player wants to read."
Generally what happens in a project that supports more than a single language is:
1. You work on the project in the main language until you reach a point where most (if not all) the text for the new version has been written.
2. You give a copy of the text that needs to be translated to the people doing the translation.
3. The translators give you a copy of the translated text.
4. You merge the translated text into the project.
5. You release the new version (including the translations) of the project.
6. Go back to step 1 and start working on the next version.
notes:
. The above is a very simple breakdown of what can occur.
. Quite often there is a lot of communication back-and-forth between the project developers and the translators between steps 2 and 3.
The above does not cover the many different ways that can be used to actually display the main/translated text to the reader. Many (is not most) of the different ways consist of using an ID to identify each of the different pieces of text contained in the project, and then using that ID to locate the right piece of text in the correct language so it can be displayed to the reader.
Thanks, i guess ill just get some translators
I know but as my first game i want to test my limits and show poeple what i can provide in further games.
This is the solution I have for my project:
And later I have the languages split in each node:
Best of luck with that. Automatic translation is not feasible.
Thank you!