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scratch [2018/12/24 03:27]
sausage
scratch [2019/04/06 11:15]
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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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-[] 
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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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-[] 
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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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-[] 
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-to: 
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-[] 
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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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-[] 
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-And add it to the scene with: 
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-[] 
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-Next is the actual conversation. Define the speech with: 
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-[] 
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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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scratch.txt ยท Last modified: 2021/02/02 01:24 (external edit)