The translated game shows odd codes or drops the player's name
After adding a second language, some lines show a code instead of text, some are empty, and some forget to insert the name. Here is a check that compares both languages key by key and catches the quiet mistakes a quick read-through never finds.
Why this works
The two languages are meant to be the same story told twice, so they should agree on which lines exist and which blanks get filled in. Comparing them as lists finds the slips a reader of one language never sees.
When not to use it
Skip it when one language is meant to differ, such as a joke that only works in one, or lines for a single region. Those gaps are on purpose. Mark them as allowed, or the check will keep reporting them.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 31 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The translated game shows odd codes or drops the player's name" (read_entry translation-shows-raw-keys-or-loses-names) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP