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We’ve designed the Localization tools to be as simple as possible and non-intrusive in your development workflow.
The last thing we wanted to do was to display 5 different input fields, each for a different languages, for each localized message.

Localized Strings

Localized string fields are composed of two parts. The first is the input field. Here you type the text in the default language. For example, if we want to show a message saying Hello, World! we would simply type these characters there.

The second part is a button that enables/disables the translation. If you want the previous text to be localized, simply enable the Kanji character and you’ll be good to go.
There’s a third component named Post Process. This is an extra tool that allows you to post process the text displayed. The available options are:
None - Default option. Does no post-process.
First Uppercase - Changes the first character (not symbol) to uppercase.
Title Case - Changes all the first characters in each word to uppercase.
All Uppercase - Changes all characters to uppercase.
All Lowercase - Changes all characters to lowercase.
But where do you actually specify the translations? That’s done inside the Preferences Menu. Press ⌘ + P or click on Game Creator → Preferences to open the menu and navigate to Localization.

The Localization tab has two sections: Languages and Texts.

Languages

Here you can add new languages and export and import the translations. For example, continuing the previous example, let’s say we want to add the Spanish language and translate the previous message.
All you need to do is to click the + symbol and select the Spanish language. Then, click on Export... and - : liste tous les intertitres de l’article
-  : liste tous les documents de l’article sous forme de mini-vignette non cliquables. Avec deux paramètres :

width : largeur de la vignette en px,
raz : nombre de vignette sur une seule ligne. Juste après la Nième(raz) vignette, un
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