How many of you guys with shipped games localized other regions? Is the process basically making a new version and submitting it again? Any tricks or tips? Didn't see many answers in the forum search. Thanks!
MAke some game attribute (bool), one for each language you would support plus other one always bool and call it first_time and put it on true. When app start check if first_time = true; if is true present a screen with language selection (button for every language). When user tap his language button register to the right attribute you've create and change attribute for first_time (put it on false). Now you know the language of the user and in each actor that must display text you must check which language attribute is true and present the right actor (off course you must write many language actor as languages you support).
Maybe there are other trick, this is the one i've try to implement.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Ninjaworx said: How many of you guys with shipped games localized other regions? Is the process basically making a new version and submitting it again? Any tricks or tips? Didn't see many answers in the forum search. Thanks!
I do believe that is how it works though I have asked several times before and never had an answer. I REALLY wish someone would give a legit Answer to this. Because I would like to know if the localization has to do with just the App Description and its the Same binary or if its actually a separate binary all together.
tenrdrmer in xcode i do localization with nslocalize in my code, and define the varius string files and make class file localizable. You can also localize images file At the end is in the main (and unic) binary.
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
Ah so its still the same binary all the way across and itunes just knows which parts to load depending on which localization is purchased?
Not itunes but ios, you'll deploy a single application, if app is sign as localizable iphone check the language you've supported. If the language of the iphone is not supported application loads with the Default Language (another option in xcode project). In itunes connect you can localize the description / image in different language, but is indipendent from the binary that you've produce.
BTW in Gamesalad i've done in the way i've describe above:D
tenrdrmerMember, Sous Chef, Senior Sous-ChefPosts: 9,934
zero said: Not itunes but ios, you'll deploy a single application, if app is sign as localizable iphone check the language you've supported. If the language of the iphone is not supported application loads with the Default Language (another option in xcode project). In itunes connect you can localize the description / image in different language, but is indipendent from the binary that you've produce.
BTW in Gamesalad i've done in the way i've describe above:D
Comments
When app start check if first_time = true; if is true present a screen with language selection (button for every language).
When user tap his language button register to the right attribute you've create and change attribute for first_time (put it on false).
Now you know the language of the user and in each actor that must display text you must check which language attribute is true and present the right actor (off course you must write many language actor as languages you support).
Maybe there are other trick, this is the one i've try to implement.
You can also localize images file
At the end is in the main (and unic) binary.
If the language of the iphone is not supported application loads with the Default Language (another option in xcode project).
In itunes connect you can localize the description / image in different language, but is indipendent from the binary that you've produce.
BTW in Gamesalad i've done in the way i've describe above:D