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- | 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. | ||
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- | 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. | ||
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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 a kind of themeing. | ||
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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 your project something like the-conversation (or whatever you wish). | ||
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- | Our game will be about two polite gentlemen having a conversation. They continually greet each other all day. | ||
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- | 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. | ||
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- | Assets | ||
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- | Let's begin with the French assets, and build the French version first. | ||
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- | Object | ||
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- | Speech | ||
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- | Music | ||
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- | Delete the default config object and FX sections. We wont need those. | ||
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- | Create the default ''Person'' object in the config with: | ||
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- | [] | ||
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- | Create a second person 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 will be the root to hold all the other objects. Then place both Person objects in it's Childlist. | ||
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- | 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: | ||
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- | to: | ||
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- | Create all the text objects to go onscreen. You will 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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- | [] | ||
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- | And now place them into the scene by adding 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 conversation. Define the speech with: | ||
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- | 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. | ||
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- | Compile and run. Our two French gentlemen will start having a lovely conversation. | ||
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- | That is the basic game. Now to make the game switchable to Australia mode. | ||
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- | Begin by defining the two languages or locales for the game: French and Australian. | ||
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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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