Different Languages Used for OpenBOR

maxman

Well-known member
This is what I've been having this idea for a few years. What do you think about if there were, like, some different languages made in OpenBOR? I mean, you could use the non-English symbols as sprites for playing a role as a text (in script) for a different language. Let's say for example, if you have Japanese, Russian, or any other language, you could make it as translatable texts such as stories, menus, etc. I notice that the OpenBOR engine reads English alphabet (in option, Spanish, French, etc., via font sprite if any non-English symbol is available to use) well.

For example, in Japanese, maybe we could have Hiragana (and/or Katakana) first as a test for alphabet before proceeding to Kanji.

Watashi (I, me) = わたし (Hiragana), 私 (Kanji)

We can have the symbols as a customized font sprite for scripts for use or to trace each character or something.
 
maxman,

Nothing stops you from doing that right now. We've explained this before - fonts don't have to be Latin characters. They don't have to be characters at all. You can make them whatever you want. There's also translate.txt for menus/controls, and of course story texts are entirely up to the creator. These days there's probably more Spanish and Portuguese modules than English by a fair margin.

Now if you're asking the engine to have non-Latin characters natively, I'm afraid not. There are just way too many much higher priority things to worry about.

DC
 
I guess I was vague as usual. Not natively in engine though, but possibly customized with scripts (.c/.h). After White Dragon's name font test for the name ranking system, I thought about the sprite trace like he did.
 
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