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Localization

The Localization view contains three different sections, Project Texts, Unique Characters, and Localizations.

Project Texts

This contains information about all the text that is displayed on the game with the different text-related events.

Editing a text on this area will edit the corresponding text on the Scene, Actor, Trigger, or Custom script.

Unique Characters

This contains a list of all the unique characters used in the game, this is useful during the font import process, for information regarding this you can check the Font Converter section.

Localizations

This contains a list of all the localization assets in the game.

You can create a new empty localization with the button.
After that you can go to your project's assets/localization folder and edit the new text file.

You can edit the generated txt file with your preferred text editor, like Sublime Text or Notepad+.
Make sure to use something that supports UTF-8 encoding though.

The file has the following format:

// Localization file
//
// The file format is composed of pairs of original and localized text.
// Duplicated strings are removed.
// Upper line is original, bottom should be the localization.
// DO NOT MODIFY ORIGINAL STRING
// Lines that start with // are comments
// $XX$ represents variable replacements.
// \n represents a line break on the text
Froggy:\nHey, you haven't seen my pet fly\nbuzzing around, have you?\nPoor guy has gotten lost again!

Gloop:\nNo, sorry! I'm looking for my kids\nmyself.\n

Froggy:\nLooks like we've both got our hands\nfull! Good luck with your quest!

Gloop:\nYou too, my fellow green friend!\nI'll holler if I spot your buzzing\nbuddy!

Welcome to INKVENTURE!\n\nUse the DPAD to move.\nPress A to jump.

(etc)

In order to translate the file, you need to place the translation under the original string.

// Localization file
//
// The file format is composed of pairs of original and localized text.
// Duplicated strings are removed.
// Upper line is original, bottom should be the localization.
// DO NOT MODIFY ORIGINAL STRING
// Lines that start with // are comments
// $XX$ represents variable replacements.
// \n represents a line break on the text
Froggy:\nHey, you haven't seen my pet fly\nbuzzing around, have you?\nPoor guy has gotten lost again!
フロッギー:\nねえ、どこかで僕のペットのハエを見なかった?\nブンブン飛び回ってるやつなんだけど、\nまたどっか行っちゃったみたいなんだ〜。
Gloop:\nNo, sorry! I'm looking for my kids\nmyself.\n
グループ:\nあー、ごめん! こっちも自分の子どもたちを\n探してるところなんだ。
Froggy:\nLooks like we've both got our hands\nfull! Good luck with your quest!
フロッギー:\nそっか、お互い大忙しだね!\n探しもの、がんばろう!
Gloop:\nYou too, my fellow green friend!\nI'll holler if I spot your buzzing\nbuddy!
グループ:\nああ、緑の仲間よ!\n君のブンブン友だちを見つけたら、\nちゃんと呼ぶからね!
Welcome to INKVENTURE!\n\nUse the DPAD to move.\nPress A to jump.
INKVENTURE へ ようこそ!\n十字ボタンで移動。\nAボタンでジャンプ!
(etc)

The engine during compile time will create the needed structures so you can swap languages with the Set Text Localization event.