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scratch [2018/12/22 04:35] sausage |
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- | One of the unique features available with orx is yhe ability to switch languages in game with locale. While many engin 's allow a user to program with locale features, orx lets you switch languages back and forth in realtime. | + | One of the unique features available within Orx is the ability to switch languages in game using locale. While many game engines allow a user to program with locale features to some degree, Orx lets you switch languages back and forth in real-time. |
- | An example of this would be a graphical adventurd game that features characters, onscreen text, digital speech, wnd music. Locale switching would allow you to completely switch out all graphics, text, speech and music with a single function call without altering the gameplay. | + | An example of this could be a graphical adventure game that features characters, onscreen text, digital speech, and music. Locale switching would allow you to completely switch out all graphics, text, speech and music with a single function call without altering the game-play. |
- | All data is defined by you,and so your regions or nations could be aliens/humans, orcs / elves. You could even think of it as theming. | + | All data is defined by you, and so your regions or nations could be aliens/humans, orcs/elves. You could even think of it as a kind of themeing. |
Its a pretty amazing feature that comes out of the box. | Its a pretty amazing feature that comes out of the box. | ||
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1. Create a simple game with characters with their own look, speech and music. | 1. Create a simple game with characters with their own look, speech and music. | ||
- | 2. Add in a second locale and be able to switch between them. | + | 2. Add in a second locale, and be able to switch between them. |
Begin with a blank project created using init. | Begin with a blank project created using init. | ||
- | Name itnsomething like the-xonversation. Our gamebwill be about two polite gwntlemen having a xonversation. They continually greet eaxh other all day. | + | Name your project something like the-conversation (or whatever you wish). |
- | We eventually want to be able to switch theor natio nality as theplayer may prefer to play the game in the theme pf th eir own country and language. | + | Our game will be about two polite gentlemen having a conversation. They continually greet each other all day. |
+ | |||
+ | Eventually, we want to be able to switch their nationality, as the player may prefer to play the game in their own country and language. | ||
Assets | Assets | ||
- | Lets bein with the french assets, and build the french version of the game to start. | + | Let's begin with the French assets, and build the French version first. |
- | Obkect | + | |
+ | Object | ||
Speech | Speech | ||
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Music | Music | ||
- | Delete the default config object and fz. We wont need those. | ||
- | Create thedefault person I bje c t in the.cpnfig woth | + | Delete the default config object and FX sections. We wont need those. |
+ | |||
+ | Create the default ''Person'' object in the config with: | ||
+ | |||
+ | [] | ||
+ | |||
+ | Create a second person from the first, but one that stands on the other side and faces the other way: | ||
+ | |||
+ | [] | ||
+ | |||
+ | Next, create a ''Scene'' object that will be the root to hold all the other objects. Then place both Person objects in it's Childlist. | ||
+ | |||
+ | [] | ||
+ | |||
+ | Create the scene in the game in code. This will create all the child objects onscreen. You can just change the existing ''Object'' creation with ''Scene'', from: | ||
+ | |||
+ | [] | ||
+ | |||
+ | to: | ||
+ | |||
+ | [] | ||
+ | |||
+ | |||
+ | |||
+ | Create all the text objects to go onscreen. You will need text objects for: | ||
+ | |||
+ | - The speech | ||
+ | - The player instructions | ||
+ | - The current language indicator | ||
+ | |||
+ | Create these as: | ||
+ | |||
+ | [] | ||
+ | |||
+ | And now place them into the scene by adding them to the Childlist: | ||
+ | |||
+ | Next is the music. Define it with: | ||
+ | |||
+ | [] | ||
+ | |||
+ | And add it to the scene with: | ||
+ | |||
+ | [] | ||
+ | |||
+ | Next is the actual conversation. Define the speech with: | ||
+ | |||
+ | [] | ||
+ | |||
+ | Them using a timeline track switch on and off the alpha of the speech text object to make it appear/disappear, move its position and play the sounds. | ||
+ | |||
+ | Compile and run. Our two French gentlemen will start having a lovely conversation. | ||
+ | |||
+ | |||
+ | That is the basic game. Now to make the game switchable to Australia mode. | ||
+ | |||
+ | Begin by defining the two languages or locales for the game: French and Australian. | ||
+ | |||
+ | Next, define.those locales and create keys for the various assets that are required to switch out: graphics, sound and text | ||
+ | |||
+ | Finally go to each config and replace the absolute pathsnto assets and text with the named keys in the locale sections. These locale keys are.called using the $ symbol | ||