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That's really cool that you've gone to that level of effort for your game, bravo! How exactly will this look for the player? If enabled, will your custom language completely replace all text in the game, or only specific text? Will they need to "opt-in" (switch it on manually)? Will there be parts of the game where the users own language will be side-by-side with the custom language (as a learning/teaching/puzzle exercise)? I've a custom language created for some parts of it and would like to add it to my game as an extra language option after getting to that part in case any player ends enjoying it I'm aware that I could add it through other ways but since I'm already using something that works as I want, adding another column to the csv would save me a lot of time. potential that it may be detected by something that I don't want neither I was aware and make players confused because it will make them think that I support their language when it's not true force a language change to English in case it's someone with an OS with it (which also looks bad because I'm supporting the language but at the same time I'm not) it would force me to make the game start always in English (this is what I'm currently doing but it feels bad) I would prefer to evade this poor solution because:

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So my question is: is there a way to add a custom one there or my only hope is to disguise it as a "less used" language and do any changes myself in game? My major issue is that my game is using TranslationServer to handle translations and seems like the locales aren't flexible at all, you can only use the official ones listed there and nothing else. So, I'm currently making a rpg and I've a custom language created for some parts of it and would like to add it to my game as an extra language option after getting to that part in case any player ends enjoying it (you can see it as Klingon from Star Trek or Al Bhed from FFX).










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