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Polyglot is a library for GameMaker Studio for super simple loading of localized strings

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polyglot

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Polyglot is a library for modern GameMaker Studio projects for loading localized strings easily and efficiently.

Table of Contents

Setup

Integrating Polyglot into your project is simple: just download the latest release, and then in GameMaker Studio click on the Tools menu and select Import Local Package. Choose the .yymps file you downloaded, and import all assets.

Alternatively you can install polyglot from the Game Maker Marketplace.

If your game will use a locale named en (used for English language by default) then absolutely no configuration is required! If not, you will just need to call set_locale(locale) in your project's initialization code.

You will need to create .json files in a directory called i18n in your game's "Included Files" directory. Each .json file will contain all of the strings for a given locale.

For instance, create your-project/datafiles/i18n/en.json to store all of your strings for the English locale.

Usage

Polyglot exposes the following functions for you to use:

str(stringKey, [data])
set_locale(locale)
current_locale()

Let's quickly discuss each:

str

This method will return the localized value of a string from the current locale. Since your locale file is in json format, it can contain a nested structure for easier organization.

Let's say we wanted to store a string called "hello" under a section called "dialog", with the value "Hello there!". The .json contents would look like this:

{
    "dialog": {
        "hello": "Hello there!"
    }
}

Then to get this localized string in our game we can invoke Polyglot like so:

var localStr = str("dialog.hello");

Simply use str any time you would previously have hard-coded a string.

Interpolation and Pluralization

str has a few more tricks up its sleeve. Firstly, it can replace specific markers in your localization string with variable data. This can be really useful for lots of reasons, for this example let's say that we have a variable in our game called pName that contain's the player's name (and let's say that is set to "Nick" as an example), and that our dialog string looks like this.

{
    "dialog": {
        "hello": "Hello there {name}, how are you?"
    }
}

If we call str with the optional second parameter, like so:

str("dialog.hello", {name: pName})

Then it will return

Hello there Nick, how are you?

I'm sure you can see how powerful this could be. Additionally, we can use this feature to specify multiple pluralizations of a string that involves a numeric aspect.

In a simple case, let's imagine a simple point counter. We want the word point to be singular when there is 1 point, but plural (points) otherwise. In our language file we could define the strings like this:

{
    "score__one": "{count} point",
    "score__plural": "{count} points"
}

Then we can call str

str("score", {count: currScore})

Note that we only include score as the string key. polyglot will automatically pick the key with __one or __plural (that's two underscores) based on the value of count in the data struct. To invoke this automatic pluralization the data struct must always contain a field called count, even if the localized strings don't use it. You can also specify a __zero version of your string if you want special wording for when there are none of something. Here is an example that includes a zero:

{
    "failures__zero": "Perfect run so far!",
    "failures__one": "One little mistake...",
    "failures__plural": "You have failed {count} times"
}

Nesting

One more useful feature of polyglot is the ability to nest string lookups. Take a look at this example language file:

{
    "characterNames": {
        "oldMan": "Old Man"
    },
    "dialog": {
        "greet-elder": "Hey there str(characterNames.oldMan)!"
    }
}

You may already be able to see where this is going. If we call str:

str("dialog.greet-elder")

The string that is returned is

Hey there Old Man!

This can be useful for a number of reasons, but primarily if we were to change the value of characterNames.oldMan, every single string that references it would be updated as well. The nested string keys in the language file have to follow the specific form str(nestedKeyPath) where nestedKeyPath is a dotted json lookup path such as characterNames.oldMan as you see in the example above.

A note, the interpolation data is passed down to the nested string lookups, so if your nested string also has variable data markers, they will be replaced using the same values as the overall string.

set_locale

This method's purpose is to change the current locale. Polyglot doesn't have any hard requirements for the names of the locales, just that they must be strings, and that the .json files you create must have the exact names of the locale you set Polyglot to use.

To change the locale, simple call set_locale like so:

set_locale("es");

current_locale

polyglot also includes a method for fetching the currently set locale.

current_locale()

Which would return the string en, or es, or whatever the locale is currently set to.

Licensing

Polyglot is licensed under Creative Commons BY 4.0. Essentially, you may use it, change it, ship it, and share it, with attribution. Just make sure to somewhere mention the use of Polyglot by Daikon Games!

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Polyglot is a library for GameMaker Studio for super simple loading of localized strings

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