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AxiomVerge's profile
Tom Happ
Tom Happ
Tom Happ
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@AxiomVerge

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Tom HappVerified account

@AxiomVerge

Maker of Axiom Verge, husband to @WastedFashion, dad. He/Him. AV2 is coming to Switch and EGS in 2021! http://axiomverge2.com  Get AV1 on consoles+PC now!

West Hills, CA
axiomverge2.com
Joined January 2009

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    1. Tom Happ‏Verified account @AxiomVerge 15 Feb 2018

      One of the most useful articles on localization I've ever read:https://www.gamasutra.com/blogs/MariannaSacra/20180212/314560/The_Indie_Developers_Guide_to_a_Kickass_Game_Localization_Part_I_How_to_Prepare_Your_Game_for_Localization.php …

      1 reply 3 retweets 22 likes
    2.  🐱 tobe mayr  🐻‏ @TobeTooSerious 15 Feb 2018
      Replying to @AxiomVerge

      Good summary. except for excel: - We automatically compiled text from script code into a separate loca database. - This was then exported to excel, which nearly broke the process. - Why? Because excel cannot be Diff'ed. With large changes, checking those takes a lot of time.

      1 reply 0 retweets 0 likes
    3. Eric Ma‏ @phatbhuda 15 Feb 2018
      Replying to @TobeTooSerious @AxiomVerge

      Yes to the Excel thing. Actually, if you’re exchanging files, you’re doing it wrong. There are fantastic solutions out there to facilitate localization between developers and translators. I’ve used Smartly to great success. Also most of the article doesn’t solely apply to games.

      1 reply 0 retweets 1 like
    4. Eric Ma‏ @phatbhuda 15 Feb 2018
      Replying to @phatbhuda @TobeTooSerious @AxiomVerge

      Sorry. Smartling not Smartly lol.

      2 replies 0 retweets 1 like
    5. Tom Happ‏Verified account @AxiomVerge 15 Feb 2018
      Replying to @phatbhuda @TobeTooSerious

      I was giving localizers my XML files but it was too much since I have tags for dialog positioning/timing and it confused them. At a Petroglyph I think we at one point used some kind of freeware text spreadsheet so it could be diffed, but I don't remember what it was!

      2 replies 0 retweets 1 like
      Tom Happ‏Verified account @AxiomVerge 15 Feb 2018
      Replying to @AxiomVerge @phatbhuda @TobeTooSerious

      I ultimately think I want some kind of Dialogue Editor that already has this stuff built in... but it may be something I have to make myself because stuff like scripting the sprite animations would also go into it.

      11:24 AM - 15 Feb 2018
      • 1 Like
      • 🐱 tobe mayr 🐻
      2 replies 0 retweets 1 like
        1. Tom Happ‏Verified account @AxiomVerge 15 Feb 2018
          Replying to @AxiomVerge @phatbhuda @TobeTooSerious

          I was looking at this product at one point: http://www.chatmapper.com/features/ , but I'm not sure if it can do the sprite scripting stuff I want (like having the characters move around, play certain animations, etc. during the conversation)

          0 replies 0 retweets 0 likes
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        2.  🐱 tobe mayr  🐻‏ @TobeTooSerious 16 Feb 2018
          Replying to @AxiomVerge @phatbhuda

          After evaluating the time spent merging bug fixes, revised translations and changes that resulted from fixing game play issues, we came to the conclusion that a dedicated editor would have saved a lot of time. Especially with tags and meta info stumbled over. (25k words english)

          1 reply 0 retweets 0 likes
        3. Tom Happ‏Verified account @AxiomVerge 16 Feb 2018
          Replying to @TobeTooSerious @phatbhuda

          Yeah. Most dialogue editors seem to be for making Mass Effect style branching dialogues... but really I want it localization, window positioning, timing, sprite coordination (think FF6 scripted movements)...

          2 replies 0 retweets 0 likes
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