Showing posts with label Localising. Show all posts
Showing posts with label Localising. Show all posts

Thursday, 13 September 2012

Localising: V3.0 Coming

Version 3.0 of Localising is now waiting for Unity to approve it on the Asset Store. (edit: is now live)

There is a massive amount of breaking changes in this version however, there are lots of awesome changes that will make future improvements easier and better. There is a new file format, so upgrades will take some time to convert them to the new format by hand.

Changes:
  • Changed the system to use CSV files instead of Key:Value
  • Changed the method of handling multiple languages. That is now stored in the CSV files
  • Made Localisation into a MonoBehaviour
  • Made a custom inspector for Localisation
  • Improved the editor for localised files
  • Added a search option for identities to the editor
  • Added a language filter option to the editor
  • Now uses Unity 3.5.5 (will probably backport it within the next while)
  • Price change to $25
Registering a Save Method
Save Method
OnGUI Method
DeRegistering the Save Method
Editor - No Open File
Editor - Open File
Editor - Filtering Languages
Editor - Searching Identities
Customer Inspector

Documentation
WebPlayer Demo

Regards,
Garth

Wednesday, 5 September 2012

Online Documentation

I've placed all documentation for our current projects online.

Spawner
MessageBox
Localising
JukeBox - Pro
INISystem
GameAds
FeedMe
Console

UniPack is still being worked on but is approaching 1.0 release level.

Regards,
Garth

Wednesday, 23 May 2012

Localising Version 3.0 Coming Soon


Lately I have been working on the next version for Localisating, our localisation library for Unity. The new version should be easier to use and still provide the same functionality at its core. There are various small improvements to be done before release but you can expect it to be released shortly.

This update will be a free update to previous purchasers of Localising. Once it is closer to release I will write an update guide and a tutorial for using Localising within your Unity application.

Regards,
Garth

Tuesday, 31 January 2012

Price Drops

We have dropped the price on most of our Unity assets.

Localising - $10
Game Ads - $2
FeedMe - $15

Get them while they cheap.

Regards,
Garth

Friday, 4 November 2011

Localising: Version 2.6 Has Landed


You can now find the latest version of Localising on Unity's Asset Store for $20.
http://u3d.as/content/corrupted-smile-studio/localising/

Enjoy,
Garth (Lead)

Localising: 2.6 Update Approaching


Just finished updating Localising to version 2.6, it is now awaiting review by Unity's Asset Store Staff.
This update brings a bunch of bug fixes and hopefully some performance improvement (cannot verify).

Updates:

  • Editor bug fixes
  • Runtime bug fixes
  • Removed various unneeded variables and tried to compact everything else.
  • Added a new IChange interface that makes TextureChanger, AudioChanger and the new basic TextChanger components easier to use and interface with the Local class.
The new TextChanger class is merely a view of what is possible to achieve with the new IChange interface.

This update brings with it a small price increase to $ 20.

Regards,
Garth (Lead)

Monday, 17 October 2011

Localising: Stats (17 Oct 2011)


I thought I would share some fairly useless statistical information regarding Localising.

Just the essentials
Comment lines: 592
Files: 10
Blank lines: 99
Code lines: 1565

With the example
Comment lines: 633
Files: 11
Blank Lines: 105
Code: 1612

So there is a fair amount of coding that has gone into making this system the best it can be.

Regards,
Garth (Lead)

Sunday, 16 October 2011

Localising: Update 2.51


Version 2.5 hasn't even hit the Asset Store yet and I've already tackled a few bugs that I have discovered over the last day. So I decided that we need to push out a version 2.51 update to correct these bugs.

Bug Fixes:

  • The way it was set up for texture and audio loading via Unity's Resources it used the PathToResources property which means it would work fine when using the LocalResources sub-class however if you used any of the others it would break. Now it is hard-coded to use a specific resources folder. This folder is created by default when setting up the audio or texture folders (check Unity's Console for location).
  • An error was found in the way it clears the list of translations. This was called when reloading files in a new language, it actually deleted the list of files to load. Fixed it by adding a new method ClearCurrentFiles() that clears the file list and removing the call to clear it from the previous ClearLists().
  • isLoaded() is now simply isLoaded

Additions:

  • Added a new debug mode through a #define LOCAL_DEBUG added at the top of Local.cs. This will print to the console every encountered missing identity, audio file or texture only once. If you build a StandAlone it will print these to a file in the data folder called Identities.txt, this will allow you to send a debug version of your game to your testers and have them send the file if it is created, to see what you are missing. Disabled by default.
  • Small edits to the internal documentation.

We hope this update will be a welcome update. Will update when 2.51 becomes available.

Regards,
Garth (Lead)

Saturday, 15 October 2011

Localising: Version 2.5 Uploaded


After spending a couple hours writing new documentation and three tutorials for Localising, as well as testing in a clean project (in order to make sure everything is A okay), we have released version 2.5 of Localising. it is currently awaiting validation by Unity, but it should be up in a couple days.

For this release we redid most of the ReadMe PDF, to include three tutorials, one for each method of localisation offered by this system. Text, texture and audio. Scarily this is actually the first time I have ever written an in-depth tutorial, so there might be some spelling, grammar and unclear things within the tutorial but they are pretty straight forward.

We have managed to get everything we wanted into the release along with a bunch of bug fixes found while creating the tutorials. So now the editor should be slightly improved with regards to bugs and the runtime should be more smooth. So in a couple days version 2.5 of Localising should be live on the Asset Store.

Regards,
Garth (Lead)

Saturday, 8 October 2011

Localising V2.5: Feature List


I've been working on version 2.5 of Localising for the last two to three days and so far I am pretty impressed with the results I'm getting and the features I'm adding.

Updates:
  • New built in Save/Load methods for languages via PlayerPrefs
  • Added a delegate method that will allow you to connect your own saving method into the system
  • New save on language change, passed as a parameter (default is off)
New Features:
  • Texture changing for current material or a specified material (basically changes all objects with that material to the new texture, so you can put the TextureChanger component on a single object and affect all materials)
  • Audio changing with settings for auto-play, one shot play (only used if auto-play is enabled).
  • If textures/audio aren't found for the language, looks for an English one, if none is found returns null (so in the event that a localised texture/audio clip gets deleted for a language, chances are that you will still be able to display/play something)
  • Ability to remove AudioChangers/TextureChangers from the update list, so if you play a sound in the beginning of a level and the player will never need to return to that location or hear the sound, you can disable it from being updated, so if the player changes the language it won't load a new localised version.
Editor Updates:
  • New menu item for ensuring that localised audio clips are available in all languages
  • New menu item for ensuring that localised textures are available in all languages.

Regards,
Garth (Lead)

Thursday, 6 October 2011

Localising V 2.1 Released and Future Developments


Earlier today we submitted version 2.1 of Localising to Unity's Asset store and while we await their validation (Edit: Now validated) I thought I would go over the changes and current development plans and progress.

Changes:
  • Some bug fixes with the web class to ensure that localising worked between scene changes and so on.
  • Loading via Resources.
  • Saving and Loading the current language via PlayerPrefs internally but not enforced so saving and loading can be done via your own methods still.
  • Various other small changes and fixes.
Current and Future development plans:
  • Working on loading localised audio via Resources.
  • Working on loading localised textures via Resources.
  • Fixing any bugs that may arise and to make it as fast as possible.
You can check out the current progress of texture and audio changing in this pre-alpha web player.

Regards,
Garth (Lead)

Wednesday, 31 August 2011

Localising V2.0


Yesterday we released an update to Localising, we felt that without web support and proper optimisation it simply would not be good enough. So we went back to the metals and worked hard at improving both the editor and the runtime module.


Editor:
  • Autosave function for those that sometimes forget to save the file before closing the editor.
  • Slight modification that doesn't show empty identities that are found in files because of a strange error with the web module.
  • Slight layout adjustment to help ensure users don't accidentally re-setup a language and lose all their translations.
  • Newline character support through \n or {n} which allows newlines at runtime.

Runtime:
  • File parsing is now split into two threads to improve speed.
  • Web based localisation (Non System.IO) is now possible through the LocalWeb class.
  • Local has become an abstract class to allow other means of localisation loading through sub classes.
  • Various small improvements and changes which should improve speed and reliability.
  • Added params[] to GetText and GetGui to allow variable number of variables.

This release caused some headaches for a while but that was overcome.

Warning: has only been tested on a Windows 7 (64x) pc but was designed to work with Mac paths so there should be no issues there.

Regards,
Garth (Lead)

Thursday, 11 August 2011

Localising


While we were working on Operation: Canyon Project we started developing a localisation system that allows text translation. Because of our needs for funds we extracted the system and started to work on it independent of the game.

Yesterday we submitted version 1.1 of Localising to the Unity Asset store and it was accepted EDIT:(Asset Store Link). I will be posting a link to it ASAP, however in the mean time you can access it via the Asset Store by searching for Localising. We are selling it for a steal at $15.
If you use Unity and need a localising system take a look at localising.

Regards,
Garth (Lead)