- Apr 29, 2020
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Generally my process is to translate everything and then do a playthrough and edit pass where I play the game and have my edit window open on the other monitor to search for phrases that didn't work. Especially for games that have some narrative complexity, it's rather helpful to, when you're doing edits in Chapter 1, know what is going to happen in the final chapter and have already made naming choices that far ahead. Helps to provide coherence that doing a chapter by chapter translation doesn't allow.Quick question for Translators who manually translate everything, do you guys just translate every text in the common events tab and playtest the game to see if the translation works?
I want the player reading experience for the game I have to be well translated and make sense. So I plan to translate a portion of the game and then play the game myself the test the reading quality of it, then continue translating the next section of the game and repeat.
It's just that the dialogues in the common events tab are so scattered, I'm not sure if I can go through with my plan or just translate everything and then fix errors when replaying the whole game later.
Once you understand the syntax of RPGM, and know for instance what codes to touch, and what codes not to touch, as well as what kind of syntax breaks the game and what is allowed, you can do a lot less guess-and-checking and move with a bit more certainty.