proofread articles up to Dec 10; made project page consistent; improved presskit page and added PDF download version

This commit is contained in:
chimchooree
2020-11-29 21:35:55 -06:00
parent f370e2a7ec
commit 7559d4ca00
32 changed files with 276 additions and 176 deletions
+2 -2
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@@ -40,7 +40,7 @@ From Godot's top menu, go to Project>Project Settings...>Localization>Translatio
<img src="/static/img/ent/internationalization_script.png" alt="(image: example of an id used in a script)"><br>
</center>
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It's really simple stuff. Anywhere you would have written a string, like "quit game," you instead use its id wrapped in tr(). So instead of <code>label.set_text("quit")</code>, you'd write <code>label.set_text(tr("quit_game"))</code>. In this example, the id is "quit_game" and its corresponding text in English is "quit."
It's really simple stuff. Anywhere you would have written a string, like "quit", you instead use its id wrapped in tr(). So instead of <code>label.set_text("quit")</code>, you'd write <code>label.set_text(tr("quit_game"))</code>. In this example, the id is "quit_game" and its corresponding text in English is "quit."
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<h2>step 4 - set the game's language </h2>
@@ -54,7 +54,7 @@ Set the locale in your script, somewhere like _ready() or on a 'change language'
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<h2>step 5 - continue adding to your spreadsheet </h2>
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Now that everything's in place, you can keep adding new ids and translations, and Godot will automatically update your changes. <br>
Now that everything's in place, you can keep adding new ids + translations, and Godot will automatically use your changes in-game. <br>
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<h2>that's the basics </h2>
<center>