01-05-2013, 05:40 PM
(01-05-2013, 05:00 AM)DerVVulfman Wrote: However, it may be a bit more of a daunting task to have multiple language support for an actual RPGMaker game where dialog is concerned. You would need to have a way to load the text for every messagebox instance throughout the game. Not only that, but ensure that the text for every language variance doesn't get cut off as some messages may take a good number of lines. Translation and correct syntax may be a pain.@DerVVulfman: Well, I wasn't expecting to use the system I mentioned in dialogs, for that matter I think is easier using engines, for example:
Condition: variable language=1
Show Message: Good morning!
Exception (this way, if something goes wrong we have a DEFAULT language)
Show Message: Buenos días!
We don't need to use scripts and make them call entire dialogs, we just add them normally.
Quote: Maybe someone could build an installer for that. So you can chose a language and the installer puts the right rxdata files in the folder.@Ace : The idea is that the player might be able to switching languages in-game, an installer could be a good solution but they will be unable to do so.
Quote: Wouldn't it be easier for you to create a copy of your items, weapons, armors, skills, states db and paste it somewhere, translate it into the desired language and then edit their filenames so they include some sort of language ID like original_filename_no_extension + "_ESP.rxdata" and paste it in the original Data folder? I guess that would make things a bit easier for scripters to tell the game to choose a data file depending on the user language settings...@kyonides : That could actually work, then I just would have to look for every place where Armors, Classes, Enemies, Items, Skill, States, System and Weapons data are called and add a condition where they should call just one of each data, right? It will take a while but still is less effort than what I was looking for. However, is still possible to add another conditional to the menu commands?