I'm currently translating my game from English to Korean. However I can't add Korean text in the game script files, they end up appearing as question marks as well as in the rendered game.
How do I go about this?
How do I go about this?
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function room_RepExec()
{
if (Object.GetAtScreenXY(mouse.x, mouse.y) == oPaper)
{
Mouse.Mode = eModeInteract;
}
else Mouse.Mode = eModeWalkto;
function cBoram_Talk()
{
cHyomin.FaceCharacter(cBoram);
cHyomin.LockView (VIEW3);
cHyomin.Animate(0, 1, eOnce, eNoBlock, eForwards);
SetSkipSpeech(3);
cHyomin.Say ("Boram! What are you doing?!");
cBoram.Say("Eating cake!");
cHyomin.Say("How did you get IN the cake though?!");
cBoram.Say("A story better left untold.");
cHyomin.Say("If you say so...");
cHyomin.UnlockView();
cHyomin.Say("Enjoy your cake then I guess!");
cBoram.Say("Wait! Help me eat it all so I can get out!");
cBoram.Say("The boss will kill me if he finds out I went against my diet!");
cHyomin.Say("I can't eat all that!");
cBoram.Say("Well get the others here and help me then!");
cHyomin.Say("Ok...");
BoramTalk += 1;
}
if (BoramTalk == 2)
{
{cBoram_Talk() = false}
{
function cBoram_Talk2()
{cBoram.Say ("Nom Nom");
}
}
}
function dialog_options_get_dimensions(DialogOptionsRenderingInfo *info)
{
info.X = 335;
info.Y = 312;
info.Width = 200;
info.Height = 600;
}
function dialog_options_render(DialogOptionsRenderingInfo *info)
{
DrawingSurface.DrawImage(335, 312, 13)};
}
// room script file
function room_load()
{
cBoram.y=370;
}
function repeatedly_execute()
{
cBoram.y+=1;
if (cBoram.y=380) cBoram.y=370;
}
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