User Tools

Site Tools


scratch

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

scratch [2018/12/24 10:20]
sausage
scratch [2021/02/02 01:24]
Line 1: Line 1:
-One of the unique features available within Orx is the ability to switch languages in game using locale features. While many game engines allow a user to program using locale to some degree, Orx lets you switch languages back and forth in real-time. 
- 
-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 a kind of themeing. 
- 
-Its a pretty amazing feature that comes out of the box. 
- 
-This tutorial will be done in two steps: 
- 
-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. 
- 
- 
-Begin with a blank project created using init. 
- 
-Name your project something like the-conversation (or whatever you wish). ​ 
- 
-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 
- 
-Let's begin with the French assets, and build the French version first. 
- 
- 
-Object 
- 
-Speech 
- 
-Music 
- 
- 
-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. This is the easy part. 
- 
-Begin by defining the two languages for the game: French and Australian. 
- 
-[] 
- 
-Next, define those languages as sections containing your keys for the various assets or text: 
- 
-[] 
- 
-Finally go to each config and replace the absolute asset paths and text with the named keys from language sections. These keys are called using the special $ symbol: ​ 
- 
-[] 
- 
-Compile and run. Now you can switch between the two languages with the Space Bar. Everything in the game switches over in an instant. Pretty impressive stuff. ​ 
- 
- 
-Acknowledgements,​ permissions and thanks 
-Accordion performance of Je Te Veux by Norimichi Nagasaka. Youtube channel is at: https://​www.youtube.com/​user/​VAccordion 
-Graphics by Trevor Brennan: http://​trevorbrennan.com 
-Thanks to FullyBugged,​ Dom M ad Matt R for the voices. 
  
scratch.txt ยท Last modified: 2021/02/02 01:24 (external edit)