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 …
-
-
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 -
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 -
Sorry. Smartling not Smartly lol.
2 replies 0 retweets 1 like -
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 -
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.
2 replies 0 retweets 1 like
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)
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.