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AppGameKit Classic Chat / Multi Langue support ?

Author
Message
haliop_New
User Banned
Posted: 8th Sep 2015 09:57
when i try to write hebrew inside a Text command it will give me an error... that it dosenot recognize it ..

is there a way to pass that ?
i have already built a new Hebrew Keyboard but thinking of rewriting all the data and if there is a need for a change inside some strings or chars it can be really hard... so what i was thinking is :

first : a screenshot from my new keyboard



so first thing comes to mind is , reading a text file in hebrew and converting it to the new keyboard bytes however i can see now that it will result in multiple errors for more time then i want..

so the question is
do i have to build a hebrew support ? both keyboard and convertor
or will TGC ever think of the possiblity to create a multi lang support for AppGameKit ?
Scraggle
Moderator
21
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 8th Sep 2015 10:11
It's a question I've been asking for a while.
The short is is no, you can't use Hebrew.
AGK only support Windows1252 encoded ASCII but for Hebrew you will need full Unicode support.

There is a possible workaround that I have been using to support Russian and Greek text that might also work for Hebrew although the right to left will need some additional tinkering.

What I do for Russian and Greek is this:
I have all of my text in a text file that is read in at run time. That's the same for all languages but those that are not supported by Windows 1252 get some additional preprocessing so that the characters are remapped.
I have an UltraEdit script that runs through each file and converts each character to another that is supported. So for example a Greek Omega is remapped as a Q or ascii 81. A Greek Pi is remapped as P or ascii 80. It makes the original text file totally unreadable but once it is in AppGameKit it can be read and as long as you know which letters are remapped to which (obviously you do!) then you can create a bitmap font accordingly.

It's far from ideal but unless AppGameKit is changed to support anything other than English then workarounds will have to be used.

AGK V2 user - Tier 1 (mostly)
haliop_New
User Banned
Posted: 8th Sep 2015 10:17
Scraggle ... how about making one of our own for the community ?
would you mind sharing some code ?
i would work on the hebrew part...
you'll work on the russian and i bet more people will come and work on their own...

however still there is one problem one big big problem...
what if i want as a mobile user to select some of the strings and copy them like in other apps ? thats a real problem since it will turns up messy and unreadable..

however.. i offer a community work around for multi lang support.
Scraggle
Moderator
21
Years of Service
User Offline
Joined: 10th Jul 2003
Location: Yorkshire
Posted: 8th Sep 2015 10:24
Quote: "what if i want as a mobile user to select some of the strings and copy them like in other apps"


If the other app is one that you have written then you could use the same remapping technique and there would be no problem. However, to copy the text to any other app or even the phones clipboard I'm afraid you are totally out of luck. you will need Unicode support for that.

Quote: "would you mind sharing some code"

There isn't really any code to share, once it's in AppGameKit it's normal Bitmap font support. The only additional thing I do is the remapping in UltraEdit. you could do that manually without a script if you wanted. Simply do a search replace for each character - which is all my script does.

AGK V2 user - Tier 1 (mostly)
haliop_New
User Banned
Posted: 8th Sep 2015 10:57
ok i think i got it .. thank you . i will try it out see whats going on.

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