[RMXP] HOW TO EFFICIENTLY TRANSLATE A GAME?
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So how does one even translate a game? Do I need the actual RMXP to do it?
I am trying to translate a Chinese RM XP game by using DreaMaker.
I have successfully extracted the dialogue, but I seem to be having several problems...
1. Texts formatting looks very weird in game.
Example:
<Yaen>
\sUgh...
\sWhat... was that...? Such a strange dream.
At the second line, "Such a strange dream." it will pop out the screen, forcing me to turn it into this:
<Yaen>
\sUgh...
\sWhat... was that...? Such a
strange dream.
This kind of thing would have to be tested and fixed case by case, which is going to be very frustrating for me to do. And in this case, there luckily was an empty line for me to just directly shift the sentences where it should be. There are going to be cases that the texts will be very long, and will require even more extra space; extra space that DreaMaker can't provide.
2. Changing the name of the spoken character ends up disabling all the dialogue relating to it.
As seen before, the protagonist of the story is named Yaen, but the system seems to automatically ignore all the dialogues that I changed into Yaen; making him lose a big bunch of dialogues.
3. Item and system texts cannot be translated
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I am trying to translate a Chinese RM XP game by using DreaMaker.
I have successfully extracted the dialogue, but I seem to be having several problems...
1. Texts formatting looks very weird in game.
Example:
<Yaen>
\sUgh...
\sWhat... was that...? Such a strange dream.
At the second line, "Such a strange dream." it will pop out the screen, forcing me to turn it into this:
<Yaen>
\sUgh...
\sWhat... was that...? Such a
strange dream.
This kind of thing would have to be tested and fixed case by case, which is going to be very frustrating for me to do. And in this case, there luckily was an empty line for me to just directly shift the sentences where it should be. There are going to be cases that the texts will be very long, and will require even more extra space; extra space that DreaMaker can't provide.
2. Changing the name of the spoken character ends up disabling all the dialogue relating to it.
As seen before, the protagonist of the story is named Yaen, but the system seems to automatically ignore all the dialogues that I changed into Yaen; making him lose a big bunch of dialogues.
3. Item and system texts cannot be translated
----
A little late on this, but anyway...
I'm not sure how the format of that Chinese game of yours works, but in the case of the RPG Maker XP game Nocturne: Rebirth that I translated from Japanese to English, I used DreaMaker to translate the main story dialogues. And DreaMaker has more flexibility than RMXP itself (but that's probably only because the game creator made the dialogues such that they can automatically be scaled). But for any default RMXP game, the size of the text box is fixed, so you need to know the character limit per line. And you can find that out if you have RMXP.
And yeah, you can't use DreaMaker to translate anything that's not dialogues or else the game will go haywire. There are also bound to be texts to be translated in the script, which DreaMaker doesn't have access to. So you have to use RMXP to translate items, texts in the script, names and other things stored in the database (you can, however, translate dialogues in Troops and Common Events).
In other words, you need RMXP + DreaMaker for translation. DreaMaker alone is not enough. It makes translation easier but is not meant to be used as a standalone program.
I'm not sure how the format of that Chinese game of yours works, but in the case of the RPG Maker XP game Nocturne: Rebirth that I translated from Japanese to English, I used DreaMaker to translate the main story dialogues. And DreaMaker has more flexibility than RMXP itself (but that's probably only because the game creator made the dialogues such that they can automatically be scaled). But for any default RMXP game, the size of the text box is fixed, so you need to know the character limit per line. And you can find that out if you have RMXP.
And yeah, you can't use DreaMaker to translate anything that's not dialogues or else the game will go haywire. There are also bound to be texts to be translated in the script, which DreaMaker doesn't have access to. So you have to use RMXP to translate items, texts in the script, names and other things stored in the database (you can, however, translate dialogues in Troops and Common Events).
In other words, you need RMXP + DreaMaker for translation. DreaMaker alone is not enough. It makes translation easier but is not meant to be used as a standalone program.
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