Texts: Difference between revisions
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==General== | ==General== | ||
In this area each text is listed which is to be displayed in the game. A text contains entries for each language your game supports (see [[Languages]] for further information). To edit the various texts in the different languages you have to choose the language the texts belong to. | In this area each text is listed which is to be displayed in the game. A text contains entries for each language your game supports (see [[Languages]] for further information). To edit the various texts in the different languages you have to choose the language the texts belong to. You can choose the language by pressing the button with the flag next to each text control. Each text you create and edit belongs to the chosen language automatically. Furthermore you can choose a sound file for each dialog text also. This file will be played each time the text is being displayed. | ||
To insert breaks in the output later in the game there exist 6 tags which can be inserted into the text at any position. These tags are: | To insert breaks in the output later in the game there exist 6 tags which can be inserted into the text at any position. These tags are: | ||
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* <pt> forces a break but its duration depends on the length of the text. | * <pt> forces a break but its duration depends on the length of the text. | ||
* <pa> forces a break until the voice output is finished. | * <pa> forces a break until the voice output is finished. | ||
* | * <p> forces a break until the user clicks a mouse button | ||
Examples: | Examples: | ||
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== Export of Texts == | == Export of Texts == | ||
There are several ways to export texts: | There are several ways to export texts: | ||
* texts can be exported into a | * texts can be exported into .po file which is a text file that is also applicable for import later. This is usually the way to go if you want to translate the game into other languages. It is recommended to install the freeware poedit and open the exported text file in this tool. There you see all texts and also which texts are not yet translated. Further you do not have to worry about the text encoding and character encodings and cannot break anything. Of course you can also open and edit the exported texts in any text editor. But be careful to use utf-8 encoding and not modify any comments which are necessary for text import. After the texts are translated you can import the .po file again. The import also works if the project was modified since the texts were exported. | ||
* texts can be exported into HTML files, one file is created for each character. There is an option to export all texts, or only those text that have no speech file yet. | * texts can be exported into HTML files, one file is created for each character. There is an option to export all texts, or only those text that have no speech file yet. |
Latest revision as of 16:24, 19 July 2009
General
In this area each text is listed which is to be displayed in the game. A text contains entries for each language your game supports (see Languages for further information). To edit the various texts in the different languages you have to choose the language the texts belong to. You can choose the language by pressing the button with the flag next to each text control. Each text you create and edit belongs to the chosen language automatically. Furthermore you can choose a sound file for each dialog text also. This file will be played each time the text is being displayed.
To insert breaks in the output later in the game there exist 6 tags which can be inserted into the text at any position. These tags are:
- <px>, <pxs> forces a break and the remaning text continues after x seconds.
- <pxms> forces a break and the remaining text continues after x milliseconds.
- <pt> forces a break but its duration depends on the length of the text.
- <pa> forces a break until the voice output is finished.
- <p> forces a break until the user clicks a mouse button
Examples:
'First part<p5>Second part' 'First part' will be displayed and after 5 seconds 'Second part' is shown.
'First part<p2500ms>Second part' 'First part' will be displayed and after 2,5 seconds 'Second part' is shown.
It is very important to set a break at the end of a text displayed in a cut-scene or if the cursor is hidden, because the player cannot interrupt which means the text would be displayed for good.
With the tag <v=name> a Value can be displayed in the text. 'Name' is the name of the value in the editor (the name is case-sensitive).
Example:
A Value with the name 'Price' has the inital value 100 The following text would display the price in the game: 'The price of this product is <v=Price> Dollars'
With the tag <vs=name> the string of a Value can be displayed in the text. 'Name' is the name of the value in the editor (the name is case-sensitive). The string value can either be set in the value editor or directly in the data structure through a script (VValueString field).
Example:
A Value with the name 'Player_name' has the inital value 'Player 1' The following text would display the player name in the game: 'Hello <vs=Player_name>!'
Export of Texts
There are several ways to export texts:
- texts can be exported into .po file which is a text file that is also applicable for import later. This is usually the way to go if you want to translate the game into other languages. It is recommended to install the freeware poedit and open the exported text file in this tool. There you see all texts and also which texts are not yet translated. Further you do not have to worry about the text encoding and character encodings and cannot break anything. Of course you can also open and edit the exported texts in any text editor. But be careful to use utf-8 encoding and not modify any comments which are necessary for text import. After the texts are translated you can import the .po file again. The import also works if the project was modified since the texts were exported.
- texts can be exported into HTML files, one file is created for each character. There is an option to export all texts, or only those text that have no speech file yet.