Localizing

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Started by Shaz 2 posts View original ↗
  1. 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)?
  2. That's a lot of questions! :)

    Hey commercial devs, do you have games that have been localized, and into what languages?
    German, French.

    Why did you choose those languages?
    Hmmm no specific reason other than these markets being of decent sizes.

    Did you do all the translation yourself, have friends (or fans) do it, or contract it out?
    All 3 somehow xD

    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. 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:

    Have you actually used one of these methods (or a different one)?
    Second one, for not having a better option. :ph34r:

    The only potential downside with the first one is stability. This "loading" thing seems like a possible source of glitches.