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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. | ||
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- | 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. | ||
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- | 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. | ||
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- | Its a pretty amazing feature that comes out of the box. | ||
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- | This tutorial will be done in two steps: | ||
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- | 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. | ||
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- | Begin with a blank project created using init. | ||
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- | Name itnsomething like the-xonversation. Our gamebwill be about two polite gwntlemen having a xonversation. They continually greet eaxh other all day. | ||
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- | 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. | ||
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- | Assets | ||
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- | Lets bein with the french assets, and build the french version of the game to start. | ||
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- | Obkect | ||
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- | Speech | ||
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- | Music | ||
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- | Delete the default config object and fz. We wont need those. | ||
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- | Create thedefault person I bje c t in the.cpnfig woth | ||
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- | Create a second man from the first but one that stands on the other side and faces the other way. | ||
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- | Next, create a scene object that wiĺl be the root to hold all the other objects. Then place both men objects in Its childlist. | ||
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- | Create the scene in the game In code. This.will create all the xhild objects onscreen. | ||
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- | Next create all the text objects to go onscreen. Younwill need text objects for | ||
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- | The speech | ||
- | The player instructions | ||
- | The current language indicator | ||
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- | Create these as | ||
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- | And now.place them into the scene by addong them to the.childlist. | ||
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- | Next is the music. Define it with | ||
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- | And add it to the scene with | ||
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- | Next is the actual conbersation. Define the speech with | ||
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- | Them usingna timeline track switch on and off thealpha of thenspeech text object to make it appear and disappear, move its position and play the sounds. | ||
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- | Compile and run. Our two french gentlemen will start having a lovelo conversation. | ||
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- | That is the basic game. Now to make the game switchable to australia mode. | ||
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- | Befin by defining the two languages or locales for the game: french and aistralian. | ||
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- | Next, define.those locales and create keys for the various assets that are required to switch out: graphics, sound and text | ||
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- | 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 | ||
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