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Community discussion

How to make a choice of language in the game?

Started by lightning on 29 May 2023 • 1,670 views

11 posts
#91101

Hi all! Tell me how to make a choice of language in the game? I looked at the language selection example from Jamie Douglas, but did not understand where the options for text messages and the names of rooms and objects are stored. Two new files have been added to the script fileset: 'template' and 'local'. I don't understand what the 'template' file is used for. And how to display the language selection menu, for example, after showing the screen saver? Sorry for my English, I'm using google translator.

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#91104

Sorry I don't know anything about doing language selection. All I can suggest is to download a game and try to reverse engineer the code. My game Dizzy vs The Snow Queen was modified by the Russian crew - Trz, Dr Titus etc. to have a Russian language option, but there's no password on the .pak file if you want to have a look.

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#91105

Hello, Lightning!

Ordinarily, I would be able to help you with this, but my computer has died and I can't access my Dizzy files to check, however, working from memory, I can tell you that two folders (or more, depending on how many languages you want your game to have) called 'local 0' and 'local 1' should be added to your 'data' folder, the game will access the contents of either folder depending which language is selected, within these folders are text files containing the dialogue. See Noggin's game for an example of this. You can ignore 'template'.

I can't remember exactly how to display the language selection menu, but you should be able to find the relevant code in the scripts for Noggin's game.

I hope this helps! :tup:  

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#91117

@noggin-the-nog 

Hello! Thank you for your response. My attempts so far have not led to the desired result. At the moment, my knowledge in writing code is not enough and a deeper study of GS9 is required here. So far I've managed to add an extra item to the main menu of the game, but it's not quite what I wanted. My game is completely finished and I'm afraid that these experiments with the code may ruin it. Although, in general, I roughly understood how to act. I decided to make a separate copy of my game in English and upload both versions to the site. I think it will be easier to do this now, and I will implement the choice of language in my future game. But I want to ask you one more thing. When I started making my game, I didn't know how to create tiles and took them from the games of other authors, including your game. At the end of my game, when the end credits roll, I made a link to the authors of the games and listed their names. Now, I can draw graphics, but I wanted to ask you if I can use your tiles in my game? And how will it be correct to write the name and nickname, or is it enough just to indicate the nickname?

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#91123

@lightning Yes by all means, use any tiles or graphics or SFX you want. I've always borrowed heavily from other people's games here. My name's Simon Rice if you want to add a credit at the end or you can just use Noggin the Nog. Whatever you prefer. :smile:  

Looking forward to seeing the finished game!

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#91127

Hopefully, I'll see Simon's animated chicken tile in lightning's game :tup:  

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#91138
[quote data-userid="279" data-postid="91127"]

Hopefully, I'll see Simon's animated chicken tile in lightning's game :tup:  

[/quote]

Hi, Excuse me, what chicken are you talking about? :)

 

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#91139
[quote data-userid="1965" data-postid="91105"]

Hello, Lightning!

Ordinarily, I would be able to help you with this, but my computer has died and I can't access my Dizzy files to check, however, working from memory, I can tell you that two folders (or more, depending on how many languages you want your game to have) called 'local 0' and 'local 1' should be added to your 'data' folder, the game will access the contents of either folder depending which language is selected, within these folders are text files containing the dialogue. See Noggin's game for an example of this. You can ignore 'template'.

I can't remember exactly how to display the language selection menu, but you should be able to find the relevant code in the scripts for Noggin's game.

I hope this helps! :tup:  

[/quote]

Hello, Thank you I found.

 

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#91140
[quote data-userid="642" data-postid="91123"]

@lightning Yes by all means, use any tiles or graphics or SFX you want. I've always borrowed heavily from other people's games here. My name's Simon Rice if you want to add a credit at the end or you can just use Noggin the Nog. Whatever you prefer. :smile:  

Looking forward to seeing the finished game!

[/quote]

Thanks, I'll let you know when I've finished translating the game.

 

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#91156
@lightning The chicken's in my game Don't Panic Dizzy. I forget where I got it from, some website I found with Google image search I think.
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#91202

@noggin-the-nog 

Hi, Simon! I have completed the translation of my game into English. It took longer than I expected, as I had to edit several graphic tiles and draw new graphics in some locations. I was not able to fully adapt the text of all dialogues and some of the dialogues were translated verbatim with a loss of humorous meaning. Some did not translate at all and had to be removed.
I'm not sure about the correct placement of articles in sentences, but the general meaning should be clear.
I created a new topic in the Fan games branch and posted the game there. My game is called "Dizzy's amazing dream".
If you have free time and desire, I will be glad if you test my game.

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