Scene files in SLIDGE are named according to the following format:

myFile+lang+fileExt;

This is done specifically to allow for localization (versions of your game in different languages) without haviong to re-create every kind of linking behavior for each language.

It works like this:

  1. You create your game in its native language
  2. You make a copy of the scene file or files and add an underscore (_) and a language suffix to the name
  3. You search for entries labelled “text”: in the scenes and replace the text with your translation
  4. When your game creates an engine object, set variable lang to the language suffix

For example, if I wish to add Spanish translations to my game, I might make a copy of Scenes.txt, name it Scenes_sp.txt and place my translated text into that file. My game might ask for the player's language and store it in a global variable. I would then launch the engine with something like this:

nnn = instance_create_depth(x, y, 0, obj_showDialog);
nnn.lang = global.languageString;

I recommend making any edits in a JSON compatible text editor, such as Atom. If you break the {“structure”:“of things”}, the scene won't load!

  • slidge/localization.txt
  • Last modified: 2018/12/22 04:30
  • by journeyman