![]() ![]() ![]() There are several tutorials on how to use the ini object scattered around. This isn't a tutorial, but I will try to explain everything needed in this article, however it might be easier for you to follow if you allready have a good understanding of how inifiles works. How should I organize my game's text?įirst off, I recommend you learn how to use the ini-object. They never need to see any code whatsoever. If all the text in your game is in an inifile, all you need to do if you want the entire game to be translated to another language, is to simply edit the file yourself, or hand it over to the person or company that will do the translation for you. Ini-files are great in that they are supported by all the Fusion runtimes and is easy to edit. The method I am going to talk about in this article is, yeah, you probably figure it out by now allready (since I'm Popcorn I mean): ini-files. ![]() So, now when know how not to do it, why not figure out a cool way to have multiple languages in our game which is both effective and translation-friendly? Another method could be to use active obects instead of strings, which kind of works, but makes your game consume more memory / space and doesn't allow for easy translation of the game. Well, the easiest solution might be to create multiple versions of your game, or multiple identical frames just with a different language, but this is not very developer-friendly as it mean you'll have to change your code several places whenever you're doing a slight change in your game. However, creating a localization system yourself is actually quite easy. Fusion doesn't come with any localization tools, so you'll have to create your own system. ![]()
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