— — — — —
— — — — —
— — — — —
— — — — —
— — — — —
— — — — —
— — — — —
— — — — —
This is an old revision of the document!
RPG in a Box currently includes some basic localization support. This will allow you to provide multiple translations for your game's dialogue, messages, and other text.
In order to add support for multiple languages you will first need to create a spreadsheet containing any applicable text strings. As shown below, the header row (starting in the second column) should contain the locale code for each language that your game will support. Each row after that should contain a unique ID to identify the string (all uppercase) followed by each translation of the string.
language1 | language2 | language3 | |
---|---|---|---|
KEY1 | string | string | string |
KEY2 | string | string | string |
KEY3 | string | string | string |
You can refer to Godot's list of locales for the locale codes that are supported. These are the codes that will be specified in the header row of your translations spreadsheet, for example “en” for English.
Once you've populated your translations spreadsheet, save it as a .CSV (comma-separated values) file. You can then import it into your project using the “Import Resources” tool located on the main toolbar.
en | fr | |
---|---|---|
NEW_GAME | New Game | Nouvelle partie |
CONTINUE | Continue | Continuer |
OPTIONS | Options | Options |
QUIT | Quit | Quitter |
QUIT_TO_TITLE | Quit to Title | Retour au titre |
LANGUAGE | Language | Langues |
DISPLAY_MODE | Display Mode | Mode d'affichage |
INVERT_MOUSE | Invert Mouse | Souris inversée |
BACK | Back | Retour |
FULLSCREEN | Fullscreen | Plein écran |
WINDOWED | Windowed | Fenêtré |
ON | On | Oui |
OFF | Off | Non |
RESUME | Resume | Reprendre |
SAVE_GAME | Save Game | Sauvegarder |
CREDITS | Credits | Crédits |