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Internationalizing WBWWB and adding German translation #2
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…to i18n, incl. German translation.
…ched back to English as default.
The next step would be to translate the graphics assets. I've added all the text in assets I could find to the string table, too (including a German translation for them). I don't know how difficult it is to change some or all of the text in graphic assets to being displayed as rendered text instead — that would make it easier to add other languages without adding more assets, and translations can easily be added to the textStrings.js source file. It also makes text render sharper on high-resolution displays. The alternative is to add a mechanism that loads localized assets based on the language. I assume that's quicker to implement in the short term, but less flexible in the long term. I'm happy to help with either direction — let me know which path you'd like to take. |
"areTheyYelling" : "(ya gotta catch 'em *yelling* at others)" , | ||
"nerdsNow" : "what are these nerds doing now" , | ||
"schockedPeep" : "why's this peep shocked?" , |
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I don't think "peep" can be used in the singular. At least I've never heard of "a peep". Normally, we say "peeps". I'd say "dude" for the singular.
"areTheyYelling" : "(erwische sie, *w\xE4hrend sie sich gegenseitig anschreien)" , | ||
"nerdsNow" : "Was machen diese Nerds jetzt?" , | ||
"schockedPeep" : "Warum ist er geschockt?" , |
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I don't have context for this one - you sure it's not "schockiert"? Or do they mean the same thing?
I've experimented with replacing the text baked into assets with text loaded programmatically from the strings table. For now just in the preload scene: Seems manageable. It looks a little weird, because the text fields rendered over the text in the asset don't match perfectly, but it's very close. |
Thank you again @stefanlesser for taking the time & effort to help with this! :) |
更改 "misattributed" 的翻译
This moves all strings used within the game, which are not baked into graphics assets, to a central location, adds the capability for having multiple translations, and adds a German translation.
All strings are referred to with a key. All text is stored in a string table. I added two string tables (_en for English and _de for German).
To switch the language of the game, change which dictionary the variable textStrings (in source file textStrings.js) points to.