Hey commercial devs, do you have games that have been localized, and into what languages? Why did you choose those languages?
Did you do all the translation yourself, have friends (or fans) do it, or contract it out?
What do you think is better - to have all your .rxdata files translated (so you'll have several versions of your project, one for each language), or to have a script that loads all text from an external pre-translated file, and swap the translated text in on the fly? Have you actually used one of these methods (or a different one)?
Localizing
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That's a lot of questions! :)
German, French.Hey commercial devs, do you have games that have been localized, and into what languages?
Hmmm no specific reason other than these markets being of decent sizes.Why did you choose those languages?
All 3 somehow xDDid you do all the translation yourself, have friends (or fans) do it, or contract it out?
Second one. First one is a pain if you have to upgrade. With your programming skills you cna probably come up with a way to do the second one. :lol:What do you think is better - to have all your .rxdata files translated (so you'll have several versions of your project, one for each language), or to have a script that loads all text from an external pre-translated file, and swap the translated text in on the fly?
Second one, for not having a better option. :ph34r:Have you actually used one of these methods (or a different one)?
The only potential downside with the first one is stability. This "loading" thing seems like a possible source of glitches.