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 -
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 -
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
@NightInTheWoods probably has my favorite text dialogue ... maybe @infinite_ammo can offer me some advice :)
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.