INFO on translations: If episode won't, you try your best!

INFO on translations: If episode won’t, you try your best!

First off…

Well, Hello~!

Hello my fellow episode aliens and welcome to this form poster wherever it’s posted.

I’m here to help you with translating your stories or creating translations within one story.

Have you ever wanted to create an extra translation of your story so more people could read them and enjoy them like you do or other readers but you don’t want to clog up your whole episode page each with a bunch of extra translations of the same story you want to make it the way that’s within the same story you can have choices to pick the translation you want like if you were installing a certain game and like most games the installer asked you which language you speak.

Help me, help me!

Say no more, basically, create a choice and then either put a gain in it or the entire story in it, I would suggest putting a gain in it or a goto label.

The reason I suggest putting a goto label in it is because some stories require you to have a goto label to skip other labels and within bracket choices or at least if/elif/else choices you can’t put labels in them.

Episode will not allow you and thus you would have to make the translations labels instead of inside brackets. At the end of each translation, put a goto the_end. A label that is hidden but in every episode story by default without the writer’s consent or knowledge. This will take players to the end of the episode immediately.

I would also suggest putting #{} there with words labeling it.
#___# Italian Translation {
Ag my aarde !!!

Bracketing with hashtags behind each bracket for translations help clean up your script like if you put the #brackets in them the story will actually ignore the #bracket so it won’t create any effects that is negative to your story.

Keep the # IN FRONT of each bracket, the starting bracket and the closing bracket.

Then when you want to edit another translation of your story you can just close out all the other bracketed translation with more ease.

Labeling your brackets behind or in front of the bracket is very helpful because it allows you to know which translation you’re dealing with.

Press CTRL + F on Windows and it will bring up a gray search bar and type in it the name of the #bracket.

Don’t make asking for Translation the last choice because they need to be able to understand whatever else you put in the story.

Detail the choices in the choice, lets say one choice turns on Italian translation, have that choice say “I speak Italian.” or “Italian Translation” in Italian so the Italian speakers can understand this leads to Italians translation.

They do this in some installers for software and games.

Since they are on episode, a mainly English platform, type in

Pick your language.

In English if you wish to have it in English (This is highly recommended) as you have to have a narrator bubble or a dialogue bubble above the choice for it to work.

You can hide the narrator bubble by putting off screen.

And be very careful which translation you choose, Understand that episode at this time does not contain accent marks.

And certain words in some languages contain accent marks and without the accent marks it won’t make sense, it’ll mean something else completely other than what you want it to mean and in other languages, capital letters might matter like if you were to type in Papa in Spanish with a capital P at the beginning that can mean Pope but if you were going to type in papa in Spanish without an uppercase P at the beginning it would mean father as in “My daddy raised me all of my life.”

The way to avoid the Pope and papa incident is by putting in the beginning of the dialogue bubble or dialogue code a text effect and/or a non letter, like a number or a . Or a comma then you can have the “papa” begin as the first word in the speech bubble with a lower case p.

You should also learn which words in the country are offensive or explain what they mean in the characters’ country the story is set in when it comes to the words they’re saying to each other so no one gets confused.

You should also look up a dictionary that can help explain the translation. some translators work very well if you’re using a translator however some translators can’t differentiate what you’re talking about.

If you’re talking about a certain dialogue in which the character is a woman but they say “save me” and if you translated this in Spanish translators She’d say “lastimado save me,” however “lastimado” is referring to a male not a female.
Lastimada is a female.
The translator may use the wrong gender when translating.

You’d have to ask a human translator or someone who has learnt the language or a native speaker exactly what is wrong with your translation so you can know that it’s right or you can ask them to edit the translation so that it makes more sense.

If you have a character in the original version which may be English or another language and in the original version there is a bilingual character and you want to keep the storyline the same and the storyline involves two characters not knowing what the words the bilingual character speaking in her language means, you should put at the beginning of the translation or behind the moment they start to get confused as to what the character is saying when the story is translated to the language that the bilingual character speaks:

“This story was originally in English so the characters will act as if they are speaking English vast majority of the time, this is why some characters may act as if they cannot understand a character speaking the same language.” or you can just say “This story was originally in English so the some of the characters will act as if they are speaking English vast majority of the time,”

Or when you add the translation choice where the player can pick which language they want the characters to speak you can have a readerMessage come down that is basically what the character is saying in English (Not recommended because they go away too fast and they may not be noticed, and/or they are not exactly made the way you can tap on a speechbubble and the translation readerMessage leaves with the speechbubble, it will delay the next readerMessage translation in some case, they’d have to wait until the readerMessage is gone and look out for one to see if the character is speaking their own language storyline-wise at the time)


Storyline-wise means that in the story the character and may have freckles but let’s say that you’re making the story in ink which means that you can’t add freckles to your character, so these freckles only show up in art scenes and overlays. They may even refer to freckles or with episode children and boobs or six packs, they have to pretend that the child has nothing that looks like boobs.

In the storyline, it is true that the character is not boobed, but face front it looks like that.

It’s trying to make up for inconsistencies in some instances.

An example of “storyline-wise” is how in some musicals, they have two types of singing.

One type is where the characters are actually singing in the storyline and they treat each other as if they were singing, however the second type of singing is where “storyline-wise” the characters are not actually singing to each other with knowledge or intention.

Take Rapunzel for an instance, when Rapunzel is found by Mother Gothel near the boat at night after Mother Gothel has Eugene kidnapped they have an argument but the argument is sung, however, the characters may not know that they are singing because “storyline-wise”

They aren’t singing to each other they’re just arguing, if this were to happen in real life they wouldn’t be singing Because this is just a visual effect like a filter on an Instagram pic to make the video more appealing to viewers, the song is just a visual effect whereas if the characters were actually singing in real life IF God were let’s say going to have the story act out in real life with the whole story line premise the characters would actually be singing in real life cuz that’s what they were doing in the story as in that’s what they were intentionally doing.

Or you can have an overlay come up that’s the translation and underneath that overlay is the words in the original language that they speak in or vice versa.

It’s like watching a dubbed anime vs. a subbed anime, with a subbed anime they’re speaking the same language but at the bottom of the screen Maybe they have the translation to English or whatever language they’re translating to and it’s the language that the person who’s watching hopefully speaks so that they can understand without having to hire new voice actors and a dubbed version is basically people speaking replacing the original main language of the Anime so that people can understand what they’re saying and hear what they’re saying, considering we are talking about the episode platform which doesn’t allow for you to upload audio files of a voice actor type, this scenario would be sub.

You are subbing your story which is where the gains come in

Remember when I told you I would recommend having gains in your story?

Well, first off, you don’t have to copy and paste your entire story within each if/elif translation because that hinders labels if you need to use labels.

Instead, underneath each dialogue at or above or during add a if / elif / else.

Here’s an example:
Help me, help me!

if (Italian) {
Aiutami, aiutami!

} elif (Afrikaans) {
Help my, help my!


You need gains if you want the Language the player picked to stick through out the entire story in all the episodes.

Polish me with info if you have to.

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