Indomitus 388 Posted March 2, 2020 I've been giving some thought to our ability as creators to build translations into our own games. I've come up with a few ways it could possibly be done, but one key piece we don't have access to is the player's localization. So here are 2 possible ideas: 1. Add a Localization Enumerator (all the languages Ylands supports) and a tile that returns the player's specific value. With something like that, we could devise ways to build indexed lists for the languages we're able to translate. 2. Add a logic object that can act as a data structure for holding our translation values. For each item, we would provide a unique index name, and the translation for each language we plan to use. Pretty much just a lookup table, indexed on item name and it would automatically apply either the player's localization or the one we set as default. 2 Share this post Link to post Share on other sites
TomasGestinger 41 Posted March 5, 2020 Wow, that's creative and useful, thanks. We always look for more ways to give control to the creators and this could improve so much. Share this post Link to post Share on other sites