Translations are language files located in the languages/ folder. A language file is a simple text-based file with the .lng extension. You may open it using a simple text editor like Notepad++. Once a new .lng file has been put in the languages/ directory, the corresponding new translation will be detected automatically.
As you'll see in this article, translating the game to other languages is a very straightforward process.
Once you open a .lng file, you'll see something like that:
# Meta data LANG_LANGUAGE English LANG_AUTHOR Alexandre Martins LANG_LASTUPDATE 2009-07-20 LANG_COMPATIBILITY 0.1.3 # Colors COLOR_P1 0077ff COLOR_P2 ff7700 COLOR_P3 ff0000 COLOR_INPUT aaaaaa COLOR_SPECIAL ffff00 # Main menu MENU_1PGAME 1P GAME MENU_CUSTOMQUESTS CUSTOM QUESTS MENU_TUTORIAL TUTORIAL MENU_LANGUAGE CHANGE LANGUAGE MENU_CREDITS CREDITS MENU_EXIT EXIT # and the file goes on...
This is the English language file. It's a list of key/value pairs, each per line. The first word of the line is the key and the text that secedes it is the value. Lines starting with # are comments (meaning that they're ignored by the game engine).
Now, take a look at the Spanish language file:
# Meta data LANG_LANGUAGE Español LANG_AUTHOR Lainz LANG_LASTUPDATE 2009-07-23 LANG_COMPATIBILITY 0.1.3 # Colors COLOR_P1 0077ff COLOR_P2 ff7700 COLOR_P3 ff0000 COLOR_INPUT aaaaaa COLOR_SPECIAL ffff00 # Main menu MENU_1PGAME 1P JUEGO MENU_CUSTOMQUESTS PARTIDAS MENU_TUTORIAL TUTORIAL MENU_LANGUAGE IDIOMAS MENU_CREDITS CREDITOS MENU_EXIT SALIR # and the file goes on...
As you can easily notice, only the values of each key/value pair have been translated.
Each key/value pair defines a constant. In the examples above, MENU_LANGUAGE stands for CHANGE LANGUAGE (in English) or IDIOMAS (in Spanish). You can obtain the corresponding value for the key MENU_LANGUAGE by writing $MENU_LANGUAGE.
Text written inside a <color=RGB_HEX_CODE> ... </color> tag will be colored when displayed to the user. RGB_HEX_CODE is the hexadecimal RGB code of the color you want to get (so, for example, ff0000 is red). You don't really need to know the fancy details, but it's good to know that this feature exists.
You can also combine color tags with constants. Let's say that you have the following key/value pairs somewhere in your translation file:
COLOR_INPUT aaaaaa COLOR_SPECIAL ffff00 TUTORIAL_2_TITLE_2 SPINDASH TUTORIAL_2_MSG_2 Do you know the <color=$COLOR_SPECIAL>spindash</color> move? Hold <color=$COLOR_INPUT>DOWN</color>, press <color=$COLOR_INPUT>JUMP</color> and then release the <color=$COLOR_INPUT>DOWN</color> button.
This is the result:
I want to help!
If you want to help the game by translating it to your language, just send us your .lng file. Please note that translators must keep their .lng files up to date! The game is still in development and new texts may be included anytime.
See also: Job Positions