There’s one bug described in the previously mentioned article where string assets are referenced within a manifest file like this:
The actual reference works like this (note the omission of
Resources/):Including localized shell visuals in your game
When starting to package, you’ll have a MicrosoftGame.config file with sections like the following, which specify the text content to be displayed that are contained in attributes:OverrideDisplayName="My Game's Display Name".
- Create an XML file named resources.resw and place it in the Strings subfolder of your project. This will be the language-neutral fallback for your project.
- For each language, create a new Strings subfolder for your project. For example, Strings\en-us for English or Strings\es-mx for Spanish as spoken in Mexico. Make sure to use the appropriate BCP-47 code per language.
- In each XML file, add the following content, where the highlighted text is replaced with the appropriate text for your app, in the appropriate language. The following example illustrates using
(English)as a simple suffix.
ms-resource:ResourceStringName syntax illustrated as follows in the OverrideDisplayName and Description properties.
Game.
- Open a Microsoft Game Development Kit (GDK) gaming command prompt in your game’s root content directory.
- Run the following:
makepkg localize with additional parameters if your directory structure doesn’t match this example or additional verification is needed.
- Use
/reswto specify a relative path to the root to find .resw files. - Use
/pdwith a directory to store the resulting Resources.pri file in a location other than the default root directory. The target directory must already exist. - Use
/twith a directory name to specify a location for exporting the resources to an XML file, which can be manually verified to ensure that it contains the appropriate resources.
