The new outdoor environment looks great. The rain effect is a nice touch.
@orangepixelgamesКүн бұрын
Yep, I never like creating the outdoor areas, but they usually turn out pretty nice! 😀
@drillerdev4624Күн бұрын
You must be the most proactive procastinator in game development
@orangepixelgamesКүн бұрын
😁 I'll take that title!
@RealPeoplePersonКүн бұрын
Looking forward to hearing how the Poki playtest went!
@orangepixelgamesКүн бұрын
Will happen in a future video!
@GendgiКүн бұрын
"fulltime indie since 2004" damn you so young XD , another great video always great to see behind the scenes !
@egretfxКүн бұрын
he's actually 20 yrs old.
@TimConceivableКүн бұрын
he was making games while still in the womb! 😆
@orangepixelgamesКүн бұрын
😂
@orangepixelgamesКүн бұрын
I wish!
@orangepixelgamesКүн бұрын
😎
@MxzStudioКүн бұрын
Wow all your game look so nice ! :O
@orangepixelgamesКүн бұрын
Thanks!
@TimConceivableКүн бұрын
some people actually enjoy building levels 😆
@orangepixelgamesКүн бұрын
Some, but not all!
@theartworkhubКүн бұрын
@5:40 Hahaha, me on the other hand submitted 12 version with 3 times revision T_T I just want to cry now!
@orangepixelgamesКүн бұрын
Some times it takes a few tries 😁
@electronic2471Күн бұрын
Pascal, How do you handle localization in your games, and what languages do you usually support? I am an American developer and I only speak English, but my game is showing a lot of downloads in Russia and Asia and people have been asking for translation. What do you think would be the best approach to getting translations in these languages? P.S. currently just the demo is out, so I’m suspecting more players will be asking for this translation. just trying to prepare for the future 😊 Thanks!!
@mandisawКүн бұрын
You could hire a localization service - they usually scale based on how much text you have in your game, with different prices for different languages. Alternately, the US has folks from all over the world - if you have friends or contacts from those countries/groups, you could reach out to find a bilingual local. The latter could be sufficient for a store page blurb, or a game with very little text.
@drillerdev4624Күн бұрын
On the technical side, usually it involves a CSV file with all the texts and a method for susbtituting string keys with the proper translation. If the language you're supporting reads right to left you might need some extra work, like UI mirroring You can check how Godot does it in their docs for a good explanation with more detail
@mandisawКүн бұрын
@drillerdev4624 No matter the language, or your engine / codebase, you're gonna need to do some UI revisions. Taking English as a baseline, German & Russian run "long" for instance, and ideographic languages like Japanese need taller text boxes & larger font sizes (and more efficient text management, to accommodate the high character counts). Haven't used it, but Unity has a Localization package that has some merits - like Editor switches to let you preview in various languages based on what you've setup. There are resources for other popular engines too.
@drillerdev4624Күн бұрын
@@mandisaw One should never use english as a base for text size. If you're not getting into stuff like japanese, german is usually a safe bet
@mandisawКүн бұрын
@@drillerdev4624 I use it as a baseline [in this convo] because it's clearly a language we're all familiar with here 😄
@jefreestylesКүн бұрын
Resource lock somewhere? 1 player tries to change something 2nd player already changed? Good luck!