![]() Introtext=Welcome, that you replace with Newline$ all the places you want to have a lineshift. I'll show you straight up how your ini-file might be going to look like: There are several tutorials on how to use the ini object scattered around. This isn't a tutorial, but I will try to explain everything needed in this article, however it might be easier for you to follow if you allready have a good understanding of how inifiles works. How should I organize my game's text?įirst off, I recommend you learn how to use the ini-object. They never need to see any code whatsoever. If all the text in your game is in an inifile, all you need to do if you want the entire game to be translated to another language, is to simply edit the file yourself, or hand it over to the person or company that will do the translation for you. Ini-files are great in that they are supported by all the Fusion runtimes and is easy to edit. The method I am going to talk about in this article is, yeah, you probably figure it out by now allready (since I'm Popcorn I mean): ini-files. ![]() So, now when know how not to do it, why not figure out a cool way to have multiple languages in our game which is both effective and translation-friendly? Another method could be to use active obects instead of strings, which kind of works, but makes your game consume more memory / space and doesn't allow for easy translation of the game. ![]() Well, the easiest solution might be to create multiple versions of your game, or multiple identical frames just with a different language, but this is not very developer-friendly as it mean you'll have to change your code several places whenever you're doing a slight change in your game. However, creating a localization system yourself is actually quite easy. you might see footage of it in the future, who knows.Fusion doesn't come with any localization tools, so you'll have to create your own system. But Godot is quite the far cry from something like CTF so the transition between the two has been quite rough. I have somewhat of a plan to rectify this, by making a framework in Godot (which actually has some progress but i only really touch it semi-often due to me bouncing around from project to project). The game engine gets a ton of slack and is now alot harder to really get (unless you care enough to catch a steam sale during either the winter or summer). The only real regret (kinda) is keeping this on CTF only. Maybe ill rectify this if i ever get around to making a "techdemo" of sorts with the framework, I'm not really sure lol. Including her in multiple pieces of key art and an Amy like cameo in-game (i.e. During the HEDGESPIN iteration, she had alot more of an actual appearance. Clickteam Fusion 2.5, or simply Fusion 2.5 is an upgrade from Clickteam featuring a highly optimised runtime and new exporters. Only appearing on the menu as small sketches. She essentially plays the role as Bump the Deer did in "The Bumper Engine", but due to me just kinda forgetting, her presence in the current iteration and version is very minor. (not meaning to toot my own horn here but) the final result feels amazing to play, especially in comparison to other contemporaries.Īlso something of note: the framework has a mascot! Coil the Squirrel is a sonic character a friend of mine came up with when I pitched the idea to her (because i was bad at creating characters at the time lol). That being said, I'm still incredibly happy with what we managed to pull off. Although, the final product was more along the lines of us just collaborating on the framework, not really a merger project. Hence the final name of the project, HEDGEFUSION. Though after we stopped working on these, when 2022 rolled around, I brought up the idea to darknn_ directly about making some sort of hybrid framework where we collaborated to combine what we had both made. Around the same time i was working on this, darknn_ would work on FusionSonic, which is basically the same thing as what i tried, but ended up being significantly better by the time SAGE 2021 rolled around lol. Which, at the time was known as HEDGESPIN. With a mix of being bored and wanting to know how to make my own framework, i set to work on making the first iteration of the project. The idea to make this came around in a point in time where the Sonic Physics Guide was being more actively updated with correct information, but the surrounding environment of open Sonic Frameworks was dominated by Sonic Worlds and its derivatives. Now a bit of a excursion about the creation of HEDGEFUSION because I feel bad for making such a short forum post about this lol. HEDGE FUSION is a collaboration between me and darknn_ (along with a few other people for contributions) to create a flexible and accurate framework for Clickteam Fusion 2.5+ĭownload and find more information on the website (Includes links to a repository of beta builds and an alternative stable partner system build) Hope anyone can find this useful!
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