A downloadable asset pack

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23 Dec 2021 - optimized both MV & MZ version.
Added feature to check for current language with script call: 

DataManager._MTselectedLang

15 Dec 2021 - now 2 formatting mode are available: Manual / Auto
v1.8 (09 Oct 2021) - added features
v1.6 (09 Jun 2021) - more minor bugs fixed
v1.3 (02 May 2021) - overhaul PERFORMANCE/ MZ version is now AVAILABLE
v1.2 (30 Apr 2021) - fixed an IMPORTANT bug

♦ Do you have MULTI LANGUAGES for your game?
♦ Are you looking for a SIMPLE SOLUTION for localization?
♦ Was the thought of how to present a simple way for selecting language IN-GAME bothering you?
You've found your answer, Ultra Localization (UL) is what you were looking for.

NOTE: My Core plugin is required


Don't try translating your game manually! It takes a lot of effort and is inefficient,  use UL to save your precious  time and spend the time on other works.
- Auto Exporting game dialogues & choices.
- Provide solution for preventing translation errors.
- Include all language packs in one game, In-game language selection.
- Simple to use, high effect.

Q/A: Does it work with Mobile, HTML5 platform?
- It's likely won't work for HTML5 platform. I haven't tested it on mobile so i am not sure about that either.

StatusReleased
CategoryAssets
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorIsabella Ava
TagsRPG Maker, rpgmaker-plugin, rpgmv, rpgmz

Purchase

Buy Now$30.00 USD or more

In order to download this asset pack you must purchase it at or above the minimum price of $30 USD. You will get access to the following files:

master2015hpZ_myCore.js 18 kB
master2015hpZ_meTranslate.js 30 kB
master2015hp_meTranslate.js 30 kB

Development log

Comments

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Is there a way to change the font for a different language?

(1 edit)

Do I have to change in-game messages into code to match the JSON file or does the plugin automatically detect the lines change them?

The system will not be able to automatically update that change; you will need to do it manually. I mean, thinking about it, it's practically an impossible feat, right?

I still don't quite understand how the plugin works. So for example, I have a message that says Hello, then if I export all the message to a file and translate directly on the file to Hola, the game will automatically change the existing message to Hola? Or do I need to do something else to the messages like replacing Hello to something like {code123}?

(+1)

It is the first case. The way the system works is that it will match keywords to find the value.You can change the value at your will, but if you decide to change the key (the message in the game), you will need to update the translation data file manually.

Thank you for this great plugin!
I was wondering if there was a way to translate the names in the namebox as well? (for MZ)
I'm sorry if this is a simple thing to do, but I cannot figure it out.

Works great! Thanks so much for your debugging help. :)

(1 edit)

Here is a more serious problem. Every time I do a data export, the file contains a different number of lines. I definitely have not added any content to the dialog since yesterday, but the export added an additional 5 lines since yesterday. How am I supposed to give the text to a translator to reliably translate when every time I export the data it contains a different amount of lines in a different order?

Set 'wait for loading data' plugin parameter to a higher number (10 for ex) will solve this. For anyone who may encounter this issue.

Is there an easy way to get a dialog word count (eliminate all the boilerplate text?)

You mean to count number of the words within a message box without special codes?

yes, exactly

Amazing looking plug-in! Solves pretty much every problem i was encountering before.  Small question tho (bear in mind i am a complete beginner :D ) : When i try to test run it, the plugin exports correct but i  get an error saying "Cannot read property 'Language' of undefined." Any advice what i am messing up? 

Thanks for makign this amazing tool!

hi JensCb!
Can you take a screenshot of when encounter the error?
It will be very helpful for me to fix the issue.

This is amazingly helpful, thank you so much! Is there perhaps a plugin command I can use to check what language is used? I have some images that need to be translated, and I was thinking having a way to put a conditional branch like "if [language 1] use this image, if [language 2] use this other one" would be incredibly helpful!

(+1)

I am updating the plugin and will release that feature along with the next updated version. Perhaps in a day or two :)

WONDERFUL! Sounds like I picked the right time to get this plugin hehe :)

I have uploaded the new file just now. Now you can do that checking current language thing. Currently I am  busy  so I can't update the plugin usage instruction. If you don't want to wait, you can try the plugin right now. It's already worked.

Awesome, thank you so much!!!

Looking forward to seeing this feature. How does the plugin command work to do this?

Hello.

what if the translated text is longer than the initial one? I mean, if it's too long to fit in the text-box.

Does it create a new text-box? Can we create that new text-box manually?

(+1)

Hi, this plugin should be used in conjunction with a plugin that support text wrap so that overlong text won't get cut off. For example Yep Message Core: https://yanflyengineplugins.itch.io/free-starter-pack-essentials