|
Managing content for localization
Before beginning a movie, and throughout authoring, you can use the following content management strategies that simplify localization:
 |
Organizing the library for localization |
 |
Designing for differing text areas between text or ideographs in different languages |
 |
Designing animation and navigation that will also be logical after localization |
 |
Commenting and localizing ActionScript |
 |
Testing the localized movie |
Organizing the library for localization
By simply organizing your library in a way that's logical for localization, you can eliminate many of the hurdles that tend to slow the process. One recommended strategy is to include, in the library, an editable version of all symbols. For example, before converting an editable text symbol to broken apart text, make an editable duplicate of the symbol.
The editable duplicate symbol should have the same name as the publishing version, appended to include the word "editable." You can place the editable versions in their own folder, or sort the library so that the editable versions appear in next to the publishing version:

Another recommended practice is to keep screenshots that require localization in a separate folder in the library.
Accommodating expanding contracting text areas
Because text in Flash occupies a fixed area, such as within the size of your Stage, buttons, or fields, you must take text expansion and contraction into consideration when creating a movie for localization.
If your source language is English, note that the text of most western European languages can take up to 25% more space. Languages that use ideographs, such as Japanese and Korean, if placed to be read horizontally, might require less horizontal space and more vertical space than the corresponding English version.
In the following illustration, the Flash designer did not size the download button to accommodate a longer word in another language.

Designing animation and navigation
If you plan to include animation in your movie, think about issues that might arise after localization, such as differences in grammar and use of language. It also helps to be familiar with the customs, social taboos, and even hand gestures relevant to those who'll play your localized movie. For instance, the OK hand gesture in the United States is an insult in Brazil. A good general practice is to keep animations simple and generic enough so that users in cultures other than that of the source language will "get it."
When creating navigation controls, you'll again need to pay attention to word usage, taking care to avoid ambiguous words. Both animation and navigation should accommodate the potential for expanding and contracting text areas.
Handling ActionScript
Ideally, the ActionScript in your movie should not require localization at all. Exceptions do exist, however, especially if end users will work with the movie in the Flash authoring environment. In your movie specification document, include any notes localizers need to know about the ActionScript in your movie.
Additionally, localizers can more easily analyze movies if complex ActionScript includes comments about the purpose of the script and how it works.
Testing the localized movie
Once localization is complete, the localized movie should be systematically tested for script errors and broken links. Don't assume that because the source movie passes testing, that the localized version will as well. Text should be checked to verify that literal translations make sense and that translations that aren't literal still capture the intention of the original text.
Additionally, note that if you authored your movie on a Macintosh operating system and the movie was localized in Windows, then any high ASCII characters that the localized FLA file includes should be checked to verify that the text appears correctly.
|