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Author Topic: Translation GG2 to other languages  (Read 2404 times)
runningman
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« Reply #90 on: June 17, 2012, 12:14:19 pm »

Well we could do Japanese with a katakana-only font.

That or romanise everything. Romanised korean, romanised Japanese, and European languages need no romanisation as they are already Latin.
katakana is very limited to what it can translate though. like holidays, objects, names, or places?

actually i guess it could work
host game (ホストゲム)
lobby (ロビー)
« Last Edit: June 17, 2012, 12:31:25 pm by runningman » Logged
jOHN NEGROS
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« Reply #91 on: June 17, 2012, 01:04:58 pm »

if a word/sentence is borrowed from another language it would be written in katakana, so it's not limited at all

also host game is ホストゲーム
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runningman
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« Reply #92 on: June 17, 2012, 01:33:51 pm »

I don't know how to manually type long sound marks, whoops. same would go for the end of lobby, but i pasted that z7 

and I dunno. phrases like "back/return" and "unable to connect to the server" i do not know how to represent in katakana

EDIT: nevermind it's just -
« Last Edit: June 17, 2012, 01:45:51 pm by runningman » Logged
Meower
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« Reply #93 on: June 18, 2012, 09:17:53 am »

Here have some old translations. They're probably reusable.

the zip contains
-English (reference)
-Dutch (made by and i'm not that good at spelling so it probably has some mistakes :3)
-Finnish (ozoh)
-German (zerostar)
-Italian (not sure who made it, the creator didn't add his name to the credits)
-Portuguese (mudley and silly walks)
-Polish (Tarzan, but the file seems somewhat corrupted so i'm not sure if it would still work)
Ah did da italiano one
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jOHN NEGROS
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« Reply #94 on: June 18, 2012, 10:25:08 am »

I don't know how to manually type long sound marks, whoops. same would go for the end of lobby, but i pasted that z7 

and I dunno. phrases like "back/return" and "unable to connect to the server" i do not know how to represent in katakana

EDIT: nevermind it's just -
maybe "server" should be katakana but others would probably be written in kanji/hiragana (mixed) since you should be able to represent them in the native language

for example return would be かえる or 返る (same thing but should use the one with kanji)

and second sentence would be [すみません, いま サーバーに <insert plain verb for connect> ことが できません], which means "sorry, we cannot connect to a/the server right now"

those are my best guesses
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runningman
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« Reply #95 on: June 18, 2012, 03:44:48 pm »

then with regards to ajf's suggestion, they can't do an only-katakana translation
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« Reply #96 on: June 18, 2012, 04:46:46 pm »

because it just doesn't make sense to do so, yes
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ajf
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« Reply #97 on: June 28, 2012, 11:14:03 am »

then with regards to ajf's suggestion, they can't do an only-katakana translation
You can write anything in katakana, it's just much of it is usually kanji or hiragana.

However all-katakana japanese is horrible. Unfortunately, for Japanese translation it's one of the only options considering Game Maker's poor/non-existant Unicode support.

See this to see where I'm coming from: http://en.wikipedia.org/wiki/JIS_X_0201
« Last Edit: June 28, 2012, 11:14:37 am by AJF » Logged
ajf
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« Reply #98 on: June 28, 2012, 12:08:47 pm »

In other words, I'm saying use katakana for ALL syllables simply because it's difficult, at least in GM, to also support hiragana and kanji.

You can use katakana for words normally written in hiragana or kanji, you know. It's just inconvenient and uncommon.
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♫Sani Sani Disco♫
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« Reply #99 on: June 28, 2012, 12:16:46 pm »

Proposal: Simple replacement; in the ini, assign a numerical value based on the player's name rather than just having their name in the ini. The in-game names are still displayed as readable text, of course. This can be done with arrays very simply.

For example,
STEVE JOBS ==> [19][20][05][22][5][00][10][15][02][19]

[Space = 0]
A B C D E F = 1 2 3 4 5 6
G H I J K L = 7 8 9 10 11 12
M N O P Q R = 13 14 15 16 17 18
S T U V W X = 19 20 21 22 23 24
Y Z         = 25 26 27 28 29 30
And so on for symbols. Add 30 for lowercase letters unless we were to force one scaling for the letters.

If we were to make a Sprite font, we could allow foreign players to use foreign characters this way. The only problem would be finding a way to make it so foreign players could input foreign characters, I suggest an in-game keyboard.


PS This would also allow things like symbols instead of text.
« Last Edit: June 28, 2012, 12:17:12 pm by ♫Sani Sani Disco♫ » Logged

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« Reply #100 on: June 28, 2012, 12:37:37 pm »

Proposal: Simple replacement; in the ini, assign a numerical value based on the player's name rather than just having their name in the ini. The in-game names are still displayed as readable text, of course. This can be done with arrays very simply.

For example,
STEVE JOBS ==> [19][20][05][22][5][00][10][15][02][19]

[Space = 0]
A B C D E F = 1 2 3 4 5 6
G H I J K L = 7 8 9 10 11 12
M N O P Q R = 13 14 15 16 17 18
S T U V W X = 19 20 21 22 23 24
Y Z         = 25 26 27 28 29 30
And so on for symbols. Add 30 for lowercase letters unless we were to force one scaling for the letters.

If we were to make a Sprite font, we could allow foreign players to use foreign characters this way. The only problem would be finding a way to make it so foreign players could input foreign characters, I suggest an in-game keyboard.


PS This would also allow things like symbols instead of text.
So basically reinvent unicode.
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ajf
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« Reply #101 on: June 28, 2012, 04:38:05 pm »

no he's saying use first half of byte for columns and second half for rows, of arbitrary spritefont

but this would be enormously impractical and just dumb really
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NAGN
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Yeah so now I have an idea


« Reply #102 on: June 28, 2012, 09:18:34 pm »

why don't we decorate the menu with pretty pictures instead of doing this
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« Reply #103 on: June 29, 2012, 09:33:19 am »

why don't we decorate the menu with pretty pictures instead of doing this

Usernames.
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ajf
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« Reply #104 on: June 29, 2012, 10:36:45 am »

why don't we decorate the menu with pretty pictures instead of doing this

Usernames.
just use avatars hehe
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