Localization
DISCLAIMER: The following is documentation pertaining to Demo v1.0 only.
This documentation is entirely outdated, and is not compatible with Demo v2.0.
For the latest documentation, we recommend visting the main localization page.
This page contains information relevant to how localizations/translations for the game are created and how they are to be used.
Frequently Asked Questions
Q: What languages will be supported? (in a technical, code-wise sense)
A: At the moment, in version 1.0.7+, most Latin characters are supported. Additionally, some Cyrillic (for Russian specifically right now) characters are supported by the game fonts, and need to be specifically enabled.
Other characters are not supported as of 1.0.8, and are planned to be added in future updates. If you would like specific fonts/characters to be added, please contact us in our Discord server.
However, as of version 1.0.7, there is new functionality to swap out fonts for custom TTF files. These may be placed into the "data" directory of the game, and are loaded when a foreign translation file is active. Each font follows the name of "font[ID]_[SIZE].ttf". The SIZE is the default font size. The ID is the font ID (corresponding to ingame fonts as listed below):
- 0 - Custom version of 8bitoperator JVE (large)
- 1 - Custom version of 8bitoperator JVE (small)
- 2 - Custom version of Papyrus
- 3 - Comic Sans MS
- 4 - Custom version of Crypt of Tomorrow
- 5 - Custom version of Mars Needs Cunnilingus
- 6 - DotumChe (normal size)
- 7 - DotumChe (medium size)
- 8 - DotumChe (medium-large size)
- 9 - DotumChe (large size)
- 10 - DotumChe (small size)
Q: What platforms will localization be possible on?
A: Official localizations should be available on all platforms as part of future updates. Unofficial localizations (fan-made) only require that localization files be dropped into the "data" directory of the game, which is only an issue on Android and Mac. For those platforms, either the application must be modified or a "data" folder created inside of the game save directory for the same purpose.
Q: What languages will have official localizations?
A: At the moment, we're not completely sure, however we do have plans for several languages.
Q: What are the distribution rules around localization files?
A: You may ONLY distribute unofficial localization files. You must also include a "README.txt" file with proper credit for anything you haven't made.
You must have the rights to use the assets you distribute, which also means you cannot redistribute files from TS!UNDERSWAP, outside of localization files.
Q: Can unofficial localizations change game images or assets?
A: At the moment (as of version 1.0.8), that would require the game to be modified. However, we would likely be willing to import assets for some localizations and trigger them based on the filenames of localization files.
Q: Are there any debugging tools to help with localization?
A: There are, but at the moment they are only available internally for official localizations. This may change in the future; we may provide a Windows-only debug version of the game at some point.
GETTING STARTED
For versions 1.0.3 to 1.0.8, these are the relevant files to use. Included is a localization file which should be placed in the "data" directory of the game (or in a "data" folder in the save directory).
Also included is a basic explanation for how text is formatted in the game code.
To then activate the localization file, all that is required is changing the language in the game menu. It automatically detects files ending in ".dxt" in the "data" directory. It may not be initially apparent that you switch languages besides a brief freeze, since "English" is part of the file itself.