- Oct 9, 2017
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Hello there ,Hey Kerni. I am a big fan of your last two games (AATOFL & Milky Ways by Kerni).
I'm not just writing to you.
I'm not sure that you are interested in this and you will respond, especially considering the attitude of the whole world towards my people lately, but still I hope for an answer.
I have been translating your game Milky Ways v0.92 into my language (Russian) for more than a month by editing the StoryEdit.js file and I have encountered such a problem (look at the video)
Explanation of the video: the first video uses the original unmodified StoryMod.js, the second video uses StoryMod.js with dialogs changed to my language.
And this behavior is in almost all scenes of the game. I can't figure out the reason for this behavior in any way, I didn't change anything in StoryMod.js except for the quoted text on lines containing ["MainText"],["NameText"],["If_story_text"] and ["StoryTextQuest"]
Since I am not a programmer and have never studied Unity, I try to do everything on a whim and materials from the Internet. And I just can not understand the reason for this behavior of the game.
So I'm just asking if it's possible in some way to switch to other languages in the game? I, in turn, can translate the plot (already translated about 25%)
I also translated some textures and created a patch using Asset Bundle Extractor 2.2 to integrate textures into the game.
If it is impossible to make multilingualism in the game, is it possible to at least specify in which game files the text and dialogue selection are stored, you also need to replace one font so that Cyrillic is supported in messages on the tablet and on computer terminals in the game.
Thank you for your attention. I hope for your answer.
Sincerely, a fan of your games
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Count me impressed!
You even changed the textures for the main menu buttons, nice
So anyway , i very quickly can tell you why the main character looks into the "nothing" on your translated game since the function to look at a specific person (a NPC) is tied to the name of said NPC.
EDIT : so what i want to say is that you should not change the "["NameText]"" since it will break the game logic.
SO as a example , if you talk with Yukari then the game looks for a NPC with the name Yukari and looks to her headlook target automatically.
AND.. if you translate the names in Russian, then this does not work anymore >_<
So , you should not translate the names if you do not want to break the look target.
THis would also bne very troublesome later with the built in variables actually , everything in the pipe signs -->|<-- is a variable and if you translate this also then.. argss.. you could easily break the game logic.
In case of general switching of languages , i am sorry. This can not be done since all the elements are hard-coded. It was never meant to be translated. Please understand that i am working alone on this game, and to make it multilingual would be way too much work.
Oh and btw , you do not need to translate your text to German, i can understand Englishes fine
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