Multiple languages.

Started by Edgar_España, Sun 28/04/2013 13:24:55

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Edgar_España

Hi guys. First, sorry for my catastrophic English . I hope that you can understand, more or less, my text.

I am the Spanish guy who is doing the Curse of Monkey Island Demake. I am nearly to finish, but I have two problems/questions to be able to upload the demo finally.

The first, follow here:

I knowk that, today,  AGS has support for sources of the Spanish text. But as I've done, is to take the work that JackPumpkingHead had already done, so I've followed its Script, which does not have the options of language that brings the AGS 3.2. So, then, the question is this: with texts on screen, calling with "Say" commands , I have no problem, appear the spanish "ñ" and type symbols like "?". The problem appears in the Dialog options...: when I write the options in a Dialog, and then, they appear on screen, Spanish symbols appear as "!"... but once select the option of dialogue, and the text appears on the screen, "speaking" that's all rigth, sources are correct, just that commands "Say"... I was given several turns with all SCRIPT, but I don't finded the way to solve that.
I speaked with JackPumpkingHead, and he tell me that he used a little program of the AGS website called "font maker" he believe. So, Can someone take me a hand with this sources?. Since the commands SAY recognize Spanish sources, it should not will be have any problem with these sources in the Options Dialog.


My second question follows: There is an Italian boy who wants to translate the game. How could I throw in game in several languages? I have to make two different versions of the SCRIPT, (and, twon "games" so) or I can put some option at the beginning of game, like "Select your language". I understand that's possible. So, what are the steps to follow? First, to change the verbs of the ActionGuy, and then, all the rest of game texts...
And now, I wont to say something that it's not from this section, but let me to say that, if someone wants to translate the CURSE DEMAKE into English, it's the moment... There was a boy who volunteered to do this, but I had no more news from he. Anyway, I will say this it in the appropriate forum.

Thank you, and again, pardon my spanglish!

Khris

#1
How to get non-English characters to work has just been asked a few days ago:
http://www.adventuregamestudio.co.uk/forums/index.php?topic=48115.0

Translations:
http://www.adventuregamestudio.co.uk/manual/index.html?page=ags18.htm#topic31
(Short answer: AGS has built-in support for multiple languages, and the user is supposed to select a translation in the winsetup file. You can also change the language during the game using Game.ChangeTranslation())

Edgar_España

Well, maybe I have understood well that topic, but I see that the problem of the German friend is that their sources are not included. But in my case, the sources of Spanish yes, them are included... the problem only exist in the options of dialogue, they are not recognized. So I have the fonts... are in my AGS, I don't need to import them: my problem is, alone, when on-screen text options.
Even when a text option is selected and the player said it, the fonts appear correctly.


Sorry if the problem is that I do not well understand the topic...

Khris

Ok, so in AGS, when you enter text in a dialog's option text fields, you can use special characters, but when the game runs and AGS shows the dialog options, the special characters don't appear?

Assuming that's indeed the problem, the solution is, again, to redraw some of the unused characters in the font and use them for the special characters.

Crimson Wizard

When I was translating Ben Chandler's "Awakener" to russian language, I used separate font for cyrillic letters. Then, the game would change the fonts on start depending on language selected (Ben also kindly redrew couple of sprites with text, and they got replaced in the rooms depending on language too :)).

Edgar_España

So then, what I have to do, also, is to edit the fonts... there isn't mode to move them from one place to another in, some way? Well, as I will be looking how can I do it... I have no idea to edit fonts, but will study it.

Thank!

Crimson Wizard

If you use WFN font format, you may use Radiant's FontEdit made specifically for AGS:
http://crystalshard.net/zip/FONTEDIT.ZIP

Edgar_España

Thanks. I'll try and I tell you how it's gone!

Edgar_España

OK, solved.

At the end, it was much simpler than all this. A rookie error: AGS uses the font0 for the text of the dialog, and the font1 for text in screen... and that was the difference. I changed a line of script replacing the source without n by n supply and ready! It did not need to edit anything! Already said I, if there are Ã''s somewere, was that having them in another without having to edit! Jajaajaj. Thank you all for your help. See you soon with the DEMAKE!

Khris

By the way, you can change the fonts using Game.NormalFont and Game.SpeechFont.

Edgar_España

Yes, now I Know and I understand!!! Thanks, moderator!

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