Lost in translation


I've started to work on translation and despite how documentation suggest it's fun and easy, it's actually quite a neglected part of the engine as the auto replacement of strings using keys is a very very basic exact matching, so :

KEYONE

alone in a label text will work, great

but 

..KEYONE ! blabla

WON'T ! What a shame, seriously, I could consider this ok in the early 2000s but now it's simply ridiculous.

It doesn't looks so dramatic but it means you can't add spaces, punctuations signs, and even bbcode for RichTextLabel around keys. This last consequence just make RichTextLabel the worth enemy of auto-translation because this only purpose is to add bbcode to make the text more beautiful, the only way then is (most probably) by using code, very bad ! Or using single key and long text in translation files which is everything but practical and maintainable.

I'm just hugely disappointed by Godot, this non working feature and containers are the two most annoying things I've met in the engine so far and as always, this is just what I need to most, I'm quite good at getting right into the worth part of something :|. That's my curse.

Did you encountered the same issue ? If yes, what was your solution, if you have found any ?

Also, I'll add a new score panel after the game is over (whatever it's a win or a loss) using later some cool animations like shown in this video, with growing numbers from zero, shaking, particles also maybe and sounds.

And finally, I've drop the work on the game for quite a while working on LootLocker SDK for Godot, which will be used to make a worldwide leader-boards for standard and tournament games.

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