Author Topic: About Translating into Zh_CN  (Read 824 times)

Offline Mothership

  • Newbie
  • *
  • Posts: 1
About Translating into Zh_CN
« on: March 21, 2014, 08:24:23 PM »
All the game versions after 3.121 do not support Chinese fonts, so it's now impossible for us to translate the game into Zh_CN.
Many of our great players have left because they cannot read Enlish...
So could you please add Chinese language support back? Waiting for reply...

Offline x4000

  • Chris Park, Arcen Games Founder and Lead Designer
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,428
Re: About Translating into Zh_CN
« Reply #1 on: March 21, 2014, 08:31:30 PM »

To do that requires a spritefont that supports that sort of extended character set.  Generally those are enormously huge, so typically dynamic fonts are used.  Unity supports those, but they either have to be baked in or they have to be on the OS.  And they don't work with our engine layers any better than regular unity text does.  We're not using the unity text, we're using a custom spritefont thing.  It's theoretically possible to create a spritefont dictionary of all the characters for all the languages that you might theoretically want to have characters for... but wow, what a challenge.

Technically, I guess you could actually replace the sprite fonts that are in RuntimeData/GUI/BitmapFonts if they want to.  Those are standard sprite fonts, and if someone replaces the .fnt file and the associated png file (it doesn't let you break it into multiples), then they could have whatever character set they wanted.  We are I believe using unicode rather than ascii, so in the engine that should work.

That said, I don't think AI War even uses the bitmap font stuff yet, so that wouldn't even work.  But it would for our later games.  If you fiddled around with it enough.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!