Need:
OmegaT
Microsoft Excel (2010 and later) (Or alternatives, e.g. WPS Office Spreadsheets, LibreOffice Calc)
Visual Studio Code (You can use other code editors instead. e.g. Notepad3, Sublime Text)
Extract source from CSV file
Use Excel to open english.xml
from path\to\GameMaker Studio 2\Languages
folder.
Copy the data in the third column.
Create a new Excel window and paste the data into the first column:
Save as an XML document that can be recognized by OmegaT.
The format recognized by OmegaT is XML Spreadsheet 2003
, and name it english.xml
Use the same approach for DnD (DnD is in path\to\GameMaker Studio 2\DnDLibs\YoYo Games\Languages
, but in order to avoid conflicts, you should name it english_dnd.xml
Copy english.xml
and english_dnd.xml
into OmegaT project's source
folder.
Reload this project.
Use Template
Fork and pull this repository by OmegaT (Project --> Download Team Project
).
Enter your forked repository URL:
Go to Project --> Properties
(Or press Ctrl+E
), change value in Translated Files Language
and Press OK
and reopen the project to apply.
P.S.: This is my work layout, you can customize your layout.
OmegaT tutorial is inconvenient to explain too much here, if you need help, you can use a search engine(e.g. Google)
Go to Project --> Create Translated Documents
(Or press Ctrl+D
) to generate the translated files. then go to Project --> Access Project Contents --> Target Files
to find them.
Copy an original CSV file english.csv
from GameMaker Studio 2 IDE Languages
directory (e.g. C:\Program Files\GameMaker Studio 2-Beta\Languages
).
(DnD is in C:\Program Files\GameMaker Studio 2-Beta\DnDLibs\YoYo Games\Languages
. To prevent duplication of naming, please rename it to english_dnd.csv
)
Paste the two files into the directory you prepared (I used to paste them into the target folder of the project)
Open english.xml
and english.csv
by Excel, click column A press Ctrl+C
to copy in english.xml
, then click column C in english.csv
press Ctrl+V
to paste and overwrite data.
For english_dnd
, use the same approach.
Finally, save them.
Rename modified english.csv
and english_dnd.csv
to your language name (in English).e.g. chinese.csv
and chinese_dnd.csv
In the process of making language files, extra commas may appear, which will cause GameMaker Studio 2 to fail to recognize the language files correctly. If you find any, please use the code editor to remove them in batches.
In theory, the number of extra commas in each line is the same, you can easily use the "Find-Replace" function of the code editor to remove the commas.
Copy the produced CSV language files back to the Language
folder of GameMaker Studio 2 IDE.
Open GameMaker Studio 2 IDE, and go to File --> Preferences --> General Settings --> IDE language
. If the IDE recognizes it correctly, it will be displayed here.