add check for device language?

torpedrogames

  • Posts: 103
as i plan to localize my games in the future, a check for the device language would be necessary. so, for example:
if device language = english, show text XY.

i think, everyone knows, what i mean.

afaik it should be not too hard to get the device language out of a device and this feature would help developers a lot getting their games featured as (afaik) apple/google like it, when games are translated into different languages :)

mdotedot

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  • Posts: 1492
Hanging out in the Chat:  http://www.stencyl.com/chat/

Proud member of the League of Idiotic Stencylers! Doing things in Stencyl that probably shouldn't be done.

torpedrogames

  • Posts: 103
thanks! i'll try this!

Ogiul

  • Posts: 229
I used the code in the link above (me.system.Capabilities.language) and it works fine.

The big problem is that you should indicate the localization in your ipa to have it shown on the App Store, but the Stencyl setting does not allow this kind of customization.

Now I have my app, my game description and my screenshots fully localized either in English and in Italian but the Store shows only "English" as a localization. I am asking around the forum (here http://community.stencyl.com/index.php/topic,45811.msg255015.html#msg255015 and in the customer only area) but it looks like no one is answering.  :-(

Please, how can I modify the ipa setting in Stencyl or in xCode?

« Last Edit: January 12, 2016, 04:16:34 pm by Ogiul »

SquarePug

  • Posts: 148
You would need to export your stencyl game as an xcode project and then go thru the localization process before then building the game in xcode to produce your final game complete with localization that Apple will recognise.

There are tutorials online and information on sites like stackoverflow to help.  Ive not done it myself yet so I cant say whether its possible, but I plan to try it in the future.

Its worth reading through Apples developer documentation (google: "xcode localization") to get an understanding of it though. Its not exactly straightforward. And read tutorials like this one too further get an understanding: http://code.tutsplus.com/tutorials/localizing-an-ios-application-in-xcode-6--cms-23502

Its fair to say its not that simple of a thing to do, hence why probably not many replies in stencyl about it.
Website: Satch
Twitter: @satchapps.

Ogiul

  • Posts: 229
Thank you so much Chris, I am planning to try to make it in xCode. I will let you know if I get some results.

It would be better to be able to do it in Stencyl.

torpedrogames

  • Posts: 103
thanks! i will have a look into this as well!

SquarePug

  • Posts: 148
Thank you so much Chris, I am planning to try to make it in xCode. I will let you know if I get some results.

No problems at all guys. Yes I plan to try it too so hopefully someone can successfully do it soon  8)
Website: Satch
Twitter: @satchapps.

Ogiul

  • Posts: 229
SquarePug torpedrogames please, please post here a step by step explanation if you success to export a localized ipa!!!
Thank you a lot!

captaincomic

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  • Posts: 6109
Added "openfl.system.Capabilities.language" as a "language" block to the palette (b8916).

LIBERADO

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  • Posts: 2601
Added "openfl.system.Capabilities.language" as a "language" block to the palette (b8916).
That's great!
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.


Ogiul

  • Posts: 229
Did  anyone succed to export an IPA that  Apple App Store can recognize as localized? If yes please share here how you made it.