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How to localize Until Then

Inkcpp Localization Editor
A downloadable tool for Windows, macOS, and Linux

Asset preparation

The first thing you need to localize the game is to unpack its assets.

Since this is a game made on the Godot Engine, I will use my Godot PCK Explorer.

(If the screenshots are too small, you can open them in a new tab)

Opening inkcpp files

The Localization Editor supports opening one, several files, or entire folders, but I’ll only look at opening folders here.

Updating game files

Now when you have some localized strings, the result needs to be verified or even released.

Replacing the font

In the previous screenshot, I translated the line into Russian, but the font of the English version of the game does not display it correctly.

So using the Godot engine, I loaded all the files with the fontdata extension from the extracted/.godot/imported folder into it to visually find matching fonts. And I found that for dialog text in English is used font DiarioDeAndy-Extended-Ligatures-removed.ttf-92fbba2762da500e796374da97be64af.fontdata.

In one of the previous versions of the game, I also found that the folder extracted/fonts/locales already has ready-made fonts, including for the Russian language.

I checked several fonts from this folder (or rather their imported versions from the extracted/.godot/imported folder) and found that I need AmaticSC-Bold.ttf-d257a32d37f1c600471374fcd9b09dc0.fontdata. It is not available in the new version of the game, but you can download it via the link Russian font.

Now you just need to replace DiarioDeAndy-Extended-Ligatures-removed.ttf-92fbba2762da500e796374da97be64af.fontdata with the new font, for me it would be AmaticSC-Bold.ttf-d257a32d37f1c600471374fcd9b09dc0.fontdata.

Since the font files are located in the extracted/.godot/imported and the story files in the extracted/assets/story/locales/de folder, I’ll just delete everything unnecessary from the extracted folder and leave only the necessary files.
Also, to avoid using the prefix, I took the extracted/assets/story folder out of the extracted folder and named it english_story, and replaced the original extracted/assets/story folder with the extracted/assets/story/locales/de folder.

When packing, I’ll remove the prefix and specify extracted as the root folder.

The game now looks like this:

The resulting extracted folder can be used for distribution inside installers.

Don’t forget to update your Until Then profile in the Inkcpp Localization Editor if you do the same.

Also, if you want to use your font file, you can create an empty project in Godot Engine, put your .ttf font in it, and after importing, its fontdata version will also be in PROJECT_NAME/.godot/imported. Just copy this file instead of DiarioDeAndy-Extended-Ligatures-removed.ttf-92fbba2762da500e796374da97be64af.fontdata in the English version.

Automated patching

Godot PCK Explorer has native builds that can be embedded into installers. Check what console commands are available for it and configure scripts to work with it.

Broken characters in the editor

Go to the View - Settings menu and configure the font you are interested in.

Download Inkcpp Localization Editor
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