Posted January 01, 2025 by Dmitriy Salnikov
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)
inkcpp
filesThe Localization Editor
supports opening one, several files, or entire folders, but I’ll only look at opening folders here.
Now when you have some localized strings, the result needs to be verified or even released.
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.
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.
Go to the View
- Settings
menu and configure the font you are interested in.