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Tutorial: Using the XNA Content Pipeline for localization: Part 2, Assets

Posted by Roy Triesscheijn on 20th February 2010

(read about part 1 here)

SgtConker has uploaded the second part of my tutorial on localization. This time we automatically localize assets and the code is going to make a lot more sense. (The way strings where localized might look a bit odd without seeing part 2).

Anyway without further introduction, you can find part 2 at sgtconker.com here.

First screen

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Twitter!?

Posted by Roy Triesscheijn on 17th February 2010

Oh no, I don’t know how this happened. But last night I signed up for Twitter. Who knows what will appear there? (Probably some boring stuff about what I did last week, and some things like “hey I found this out”.)

Anyway, if you’d like you can follow me at http://twitter.com/roytries (@roytries).

For now I don’t have plans to auto-link this blog, but if anything interesting should come up here, I’m sure to let you know.

Oh and before I forgot, the second part of the localization tutorial, should be on http://www.sgtconker.com in a few days. I spoke to the sergeant himself last weekend, and he said he was busy formatting a lot of articles, but he hoped to get around to it soon.

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Tutorial: Using the XNA Content Pipeline for localization: Part 1, Strings

Posted by Roy Triesscheijn on 30th January 2010

Lately I’ve been working on making localization easier. I came up with an idea to use the content pipeline and content manager to automatically localize your strings*, textures and sounds (and any other content type you might want to localize).

In part one we create a new content pipeline extension and a new content manager without much effort. And we start to replace our strings with calls to our new content manager (that replaces the default one). In the end you will be able to load a string using Content.Load<String>(“Package.Key”); The correct string will be loaded from our xnb files (imported using a custom xml importer) in the language set in the content manager.

In part two we are going to extend this example to load other content as normal (Content.Load<Texture2D>(@”Folder\Name”);). And if you’ve created a localized version this will be loaded instead of the original file.

Part 1 is now up at SgtConker.Com: http://www.sgtconker.com/2010/01/article-using-xna-content-pipeline-extensions-for-localization/

Feel free to post any comments and questions either here or at sgtconker.com.

Part 2 will probably be up end of next week.

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