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Text cannot be translated #80

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PArangSae opened this issue Oct 28, 2020 · 6 comments
Open

Text cannot be translated #80

PArangSae opened this issue Oct 28, 2020 · 6 comments

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@PArangSae
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I want to translate these in Korean, but I can't find what text is displayed. It's because I only need to translate the displayed text. Thanks.

@Jcw87
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Jcw87 commented Nov 2, 2020

There are a few big hurdles to overcome to support other languages.

  1. All the text in the game is displayed using sprite fonts ripped from Undertale, and those fonts only support ASCII.
  2. I didn't bother with making the text external due to the above problem.

@CrimsonFork
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It can, it just would require a bunch of work.

@Jcw87
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Jcw87 commented Jan 12, 2021

There are 4 fonts in the game.

UndertaleBattleFont
UndertaleDamageFont
UndertaleDefaultFont
UndertaleSansFont

If you can find vector fonts (TrueType, OpenType, whatever) that are an adequate replacement for all of these, then I might look into replacing them. The first three need to look just as pixelated when scaled up. The last font is obviously Comic Sans, so no points for telling me that.

You might be wondering, "Why not just use sprite fonts for the first two, and ttf fonts for the last two?" Construct 2 has a feature that allows you to classify objects into a "family" so that the events (code) can easily be used among all of them without messy copy+pasting. This allows me to add various text features and be able to use them on any font. But families have a strict limitation that each member must use the same plugin. So I obviously can't share code between sprite fonts and html text, as they are implemented with different plugins.

@CrimsonFork
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CrimsonFork commented Jan 12, 2021 via email

@Jcw87
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Jcw87 commented Jan 13, 2021

@MrHeating Construct 2 makes use of custom fonts the same way a webpage would use custom fonts. You can read about it here if you like: https://www.construct.net/en/tutorials/how-to-use-your-own-web-fonts-110

To answer your other question, I'm not 100% sure yet. I don't edit *.css very often, and so I would need to research it more. I just know that the Sans font is the only "normal" font that never needs to be scaled up in my simulator, and so it may be possible to achieve the same look using the Comic Sans font that comes with Windows.

@Jcw87 Jcw87 changed the title an SeriousIssue Text cannot be translated May 29, 2021
@iKNIFEu
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iKNIFEu commented Jul 30, 2023

It requires a bunch of work.
Maybe if you give Jcw87 the font(s) (Must be pixelated), and character width, height, character set for the spritefont (Such as something like: !"#$%&'()*+,-./0123456789:;<=>?@abcdefghijklmnopqrstuvwxyz[]^_`abcdefghijklmnopqrstuvwxyz{|}~), character width and spacing, he can add it for you, but that's only if you translate every single line in the game.
Not just that, he will also have to make a Settings menu in order to have an option for languages, but then if he does that people might start asking him to add more languages such as Spanish, French, etc. and he will also have to make it compatible with Custom Attacks too. It's not just the fonts, it's also the Menu Items (Fight, Act, Item, Mercy) with an acceptable font that fits the game. That might make the code look very messy, (Edit) and the original code is VERY organized, I don't even know how someone could organize it this good.

(Edit) I forgot to mention, for the fonts and width and heights, you can just make it using this tool: https://www.construct.net/en/forum/game-development/tools-and-resources-27/sprite-font-generator-v3-64038
There are other tools, but I personally use this one.

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