People are complaining about too fast, but I'd rather have to go back 5 seconds to hear something I've already heard than go forward 5 seconds and maybe miss a very important piece of information. EDIT: great tutorial also lmao
Extremely helpful. I've now got my menu (mostly) translated into French, Spanish, German and Gaelic. It's a shame that only some UI objects auto translate. For example panels/buttons do, lists/tabs don't, but that's an easy fix overall.
Oh, interesting. I haven't used tabs, and any lists I've made were generated in code, so they needed to be manually translated anyway. Glad you found the video helpful!
I am extremely impressed with the information density. I normally watch videos a 2x speed, but not with this video! I was hoping that I could use the spreadsheet method for localization and you've helped me with that, thanks! Definitely saving this for later reference. Side Note: I was amused with the different pronunciations of Godot each time the word was spoken 😂
As somebody who always has to use the jump cutter addon for 2x+ speed watching tutorials, I figured it'd be nice to make videos at the speed I prefer to watch them. 😁
0:29 Can someone explain why the on-screen text says: "FYI Don't do this for translations!"? I don't understand, why would this person show something in a tutorial and then tell us not to do it? What are we supposed to do? I am so confused. How else do we generate the translation files?? Wtf????
That's for if you want to use a CSV file for something other than translations. By default, csv files import as localization files, but you might want to use them for something else.
Hi ! I had the same issue and I found out that Microsoft Excel will create an incorrect CSV file. You need to use either LibreOffice Calc or Google sheet to create your file and download it in CSV format. It worked for me by downloading the file from Google sheet. Hope this wil help you !
@@thomasboulvard9493 I had this same problem. I found that when you save it as a UTF-8 in Excel you get an extra line that is completely blank. I had a file that looked like this when I imported it into Notepad++ (Google Translate for Spanish and probably not 100% correct translation). line 1: keys,en,es line 2: ARE_YOU_SURE,Are you sure?,Estas seguro line 3: I deleted the extra line ending that somehow got in there and it worked just fine.
In Godot you need to go to the project settings, import defaults tab, select CSV translation and check if the delimiter is the same than your file (check it by opening the CSV file with notepad)
I downloaded a Godot game that's in Japanese, but it appears that the person who created the game doesn't have it localized to English. Is there a way for me to do that myself?
I did the tutorial and it works! However I would like to learn something else. Suppose I have an options menu in my game. I would like to be able to select the language I want to play in from the menu itself, by pressing a button. By doing so, the game would switch to the selected language. Once I close the game, I would like it to remember the selection I made. Finally, it would also be nice to have a return to default button. If that were possible I would be very grateful to know how I can do it. I am learning Godot and everything is new to me. Thank you very much!
Hey, you can do this by calling TranslationServer.set_locale(). Then in your menu, you can have buttons that specify the different languages. To store the values, look into the ConfigFile class. Makes it really easy to set and get values stored to a file.
Please, could you tell me if there is a way to translate all the dialogs of Dialogic at once? I don't have time to create the translations so I would like to select everything and translate with an A.I or use some dialogic option or some other plugin, could you help me with that please?
I'm not familiar with Dialogic, sorry. Looks like it's an addon. Not sure if it handles its own localization or if there's a way to export it all somehow.
I wish it would work for me too T_T added the csv, let it generate the translation files, added the files in project settings, set text of a button so it contains a key and what happens? nothing :) Godot can be easy if you know how something is done. But its often not robust at all :( Edit: Okay, I just found out that the tr() method or the text of a button must ONLY contain the key and no other text, else it does not work. Man this is stupid ._.
Sometimes different languages handle things in different orders and such, so it's important to have the whole string translated as one, and if you need to mix things together, you can use string formatting with parameters.
I think that might require modifying the engine. You could also use a lesser-used language as a user-selectable language and just display a different name in your UI.
I have tested it quickly. I added a language with the locale "draconic" and I was able to apply translations to the main menu of my game. I only tested it with latin script and placeholder text and I don't know if there are other issues later. But according to this quick test in Godot 4.3 it is possible.
@@jitspoe I used a switch (match) case with options(enum) button menu. As I change it's options so does the language of the text(in my case it's japanese). My question is do we have to manually change every text's language in the game inside the switch cases? And if that is the case, how can I save my preference into the resources file so that when the player opens the game again, he'll see his select language already?
@@connorjade5460 Nope. If you've localized things properly, you should just need to set the language and all the UI buttons, text run through the tr() function, etc should just update to the appropriate language.
People are complaining about too fast, but I'd rather have to go back 5 seconds to hear something I've already heard than go forward 5 seconds and maybe miss a very important piece of information.
EDIT: great tutorial also lmao
Sweet and short and to the point and full of info. Thank you!
Quick but has basically all I needed to start, thank you!
Full of useful information, thanks!
Extremely helpful. I've now got my menu (mostly) translated into French, Spanish, German and Gaelic.
It's a shame that only some UI objects auto translate. For example panels/buttons do, lists/tabs don't, but that's an easy fix overall.
Oh, interesting. I haven't used tabs, and any lists I've made were generated in code, so they needed to be manually translated anyway. Glad you found the video helpful!
thanks, very helpful! it's too fast-paced but it helped me
Fantastic video, subscribed basically 30 seconds in also finally someone that pronounces it Godot and not Godot or the even worse Godot!
Godöt
quick and straight to the point, great
I am extremely impressed with the information density. I normally watch videos a 2x speed, but not with this video! I was hoping that I could use the spreadsheet method for localization and you've helped me with that, thanks! Definitely saving this for later reference.
Side Note: I was amused with the different pronunciations of Godot each time the word was spoken 😂
As somebody who always has to use the jump cutter addon for 2x+ speed watching tutorials, I figured it'd be nice to make videos at the speed I prefer to watch them. 😁
Extremely helpful channel
Thank you so much for this video! I really really apreciate it ^_^
Just, found this, and it's already been a huge help, though... could have done with it being a touch slower. But thank you.
By the way there’s a GoogleTranslate function in google sheet 😮
A hidden gem
0:29 Can someone explain why the on-screen text says: "FYI Don't do this for translations!"? I don't understand, why would this person show something in a tutorial and then tell us not to do it? What are we supposed to do? I am so confused. How else do we generate the translation files?? Wtf????
That's for if you want to use a CSV file for something other than translations. By default, csv files import as localization files, but you might want to use them for something else.
love the content but its too fast to grok.
Settings > Playback speed
Carajo! Que buen video!
it doesn't work 🤔, every time I import the csv it doesn't load the languages and only "translations_tutorial.csv" remains with an x in red (Godot 4)
Hi !
I had the same issue and I found out that Microsoft Excel will create an incorrect CSV file. You need to use either LibreOffice Calc or Google sheet to create your file and download it in CSV format. It worked for me by downloading the file from Google sheet.
Hope this wil help you !
@@thomasboulvard9493 Interesting. Can you specify the output format in Excel? Maybe it's not using UTF-8?
@@thomasboulvard9493 I had this same problem. I found that when you save it as a UTF-8 in Excel you get an extra line that is completely blank. I had a file that looked like this when I imported it into Notepad++ (Google Translate for Spanish and probably not 100% correct translation).
line 1: keys,en,es
line 2: ARE_YOU_SURE,Are you sure?,Estas seguro
line 3:
I deleted the extra line ending that somehow got in there and it worked just fine.
I just realized I replied to the wrong person. Apologies, this is the reason why the excel method wasn't working. At least on my end.
In Godot you need to go to the project settings, import defaults tab, select CSV translation and check if the delimiter is the same than your file (check it by opening the CSV file with notepad)
I downloaded a Godot game that's in Japanese, but it appears that the person who created the game doesn't have it localized to English. Is there a way for me to do that myself?
You could ask the creator to upload the POT-Files for the game to POEditor, so the community can translate the game!
I did the tutorial and it works! However I would like to learn something else.
Suppose I have an options menu in my game.
I would like to be able to select the language I want to play in from the menu itself, by pressing a button.
By doing so, the game would switch to the selected language.
Once I close the game, I would like it to remember the selection I made.
Finally, it would also be nice to have a return to default button.
If that were possible I would be very grateful to know how I can do it.
I am learning Godot and everything is new to me.
Thank you very much!
Hey, you can do this by calling TranslationServer.set_locale(). Then in your menu, you can have buttons that specify the different languages. To store the values, look into the ConfigFile class. Makes it really easy to set and get values stored to a file.
@@jitspoe thank you so much again! I'm going to try it :)
Please, could you tell me if there is a way to translate all the dialogs of Dialogic at once? I don't have time to create the translations so I would like to select everything and translate with an A.I or use some dialogic option or some other plugin, could you help me with that please?
I'm not familiar with Dialogic, sorry. Looks like it's an addon. Not sure if it handles its own localization or if there's a way to export it all somehow.
I wish it would work for me too T_T added the csv, let it generate the translation files, added the files in project settings, set text of a button so it contains a key and what happens? nothing :) Godot can be easy if you know how something is done. But its often not robust at all :(
Edit: Okay, I just found out that the tr() method or the text of a button must ONLY contain the key and no other text, else it does not work. Man this is stupid ._.
Sometimes different languages handle things in different orders and such, so it's important to have the whole string translated as one, and if you need to mix things together, you can use string formatting with parameters.
0:29 "FYI: Don't do this for translations!" !? Wasn't this the point of the video?
It was a bonus tip. He gave what to do for translations, and then what you CAN do for other things that aren't translations
Thank youuuuuuuuuuuu
Cool info, but too fast
But is there a way to add non existing languages???
I think that might require modifying the engine. You could also use a lesser-used language as a user-selectable language and just display a different name in your UI.
I have tested it quickly.
I added a language with the locale "draconic" and I was able to apply translations to the main menu of my game.
I only tested it with latin script and placeholder text and I don't know if there are other issues later.
But according to this quick test in Godot 4.3 it is possible.
guh doot !?
Gooduh!
Can you make a full tutorial please??
What's missing from this that you need covered?
@@jitspoe I used a switch (match) case with options(enum) button menu. As I change it's options so does the language of the text(in my case it's japanese). My question is do we have to manually change every text's language in the game inside the switch cases? And if that is the case, how can I save my preference into the resources file so that when the player opens the game again, he'll see his select language already?
@@jitspoe though the video is extremely helpful
@@connorjade5460 Nope. If you've localized things properly, you should just need to set the language and all the UI buttons, text run through the tr() function, etc should just update to the appropriate language.
Cool
Legal
I hope so!
@@jitspoe This interaction is golden, I'm guessing the person that commented is Brazilian(?
@@volvaire6541 I hope so!
@@volvaire6541 Yes, I meant cool 😁
insane
Nobody has ever called me sane.
Too fast! please slow down a bit!