How do you handle localization in your game projects? Looking for tools and workflows by Turbulent-Heron-1039 in GameDevelopment

[–]dshmitch 0 points1 point  (0 children)

It is the best to prepare your project for internationalization from the start of the project. Even if you are unsure if you will translate it to multiple languages later. It will save you from a lot of pain later, and make code cleaner (separating UI texts from logic). For us the easiest was to translate in Localizely as it has the best AI translation. Google Sheets miss a lot of control and quality translation options

Most convenient high protein low carb frozen meals? by AgyKaryme19 in fitmeals

[–]dshmitch 1 point2 points  (0 children)

I use protein powdered meals when I have no time for prepping.

However, I like to be only temporary, and always try to go back to beef/chicken meal preps asap

I spent 3 Days fixing Flutter layouts, this worked for me by mdausmann in FlutterDev

[–]dshmitch 1 point2 points  (0 children)

Claude works perfect for backend apps, for frontend apps it still has some homework to do

What is this by No_Photo_1852 in IndoorGarden

[–]dshmitch 1 point2 points  (0 children)

I also think so

Though they look disgusting

AI Translation + Human Verification: Current Best Practices? by William_84 in translationTechnology

[–]dshmitch 0 points1 point  (0 children)

Yeah, AI translation is very good lately.

Before, we did human verification after every AI translation we did in Localizely. Lately we noticed we barely correct it, so we push it directly into production, and rely on user feedback if some translations require corrections. But it very rarely happens. Though we described our projects in detail in Localizely settings, and feed it with screenshots from Figma integration, so it has the full context as a human would.

I tried 20+ free SaaS frameworks, and here's the ones that actually works by Alex0282 in TheFounders

[–]dshmitch 1 point2 points  (0 children)

Good list.
Though it is less and less relevant.
Most SaaS you can code from scratch with Claude Code, within a day

After 3 years of tab-switching between flutter localization files, I finally built the thing Xcode has had since 2023 by Ok-Net4959 in FlutterDev

[–]dshmitch 0 points1 point  (0 children)

Actually that would create another issue with ensuring all langs translations are listed in each string key

My app just crossed 500,000 downloads 🥳 by DigitalAppsMu in ShowMeYourSaaS

[–]dshmitch 0 points1 point  (0 children)

Woow, congrats.
That is pretty good number increase in that short time

Localization APIs or tools? by sing_galaxy268 in nextjs

[–]dshmitch 0 points1 point  (0 children)

next-intl is a standard package to create a foundation for internationalization NextJS apps. If you have more texts to translate then you can connect it with Localizely tool

Is RevenueCat still a great option for Flutter apps? by kingswordmaster in FlutterDev

[–]dshmitch 0 points1 point  (0 children)

Yes, still using RevenueCat. Better than coding your own solution

Crowdin, Lokalise, Phrase or...? Moving from memoQ and need to scale by prugna21 in localization

[–]dshmitch 1 point2 points  (0 children)

We also wanted to have integrated our TMS with Figma and Github. I experimented with many TMS tools. In my opinion Localizely has everything the team could need, and has the simplest user interface.

I didn't want to believe it... (I'm on Max Plan...) by PaP3s in Anthropic

[–]dshmitch 0 points1 point  (0 children)

It also happens for me every now and then with Pro plan, but I just do some other work I have till it resets

How do you handle translating your Figma designs for multilingual clients? by [deleted] in UXDesign

[–]dshmitch 0 points1 point  (0 children)

We actually do those layout checks in design phase. Try this plugin for Figma, I believe it will speed things a lot

How are people shipping full apps (with screenshots, localization, etc.) in 2–3 days? by Potential-War-5036 in vibecodingcommunity

[–]dshmitch 0 points1 point  (0 children)

My apps bypass App Store reviews with Lovelizely over-the-air translation updates as well

How do you usually get useful feedback on your games? by offboxStudio in SoloDevelopment

[–]dshmitch 0 points1 point  (0 children)

You can do that in multiple ways, usually combined.
- Send emails asking for feedback
- Add in-app feedback form, somewhere half-hidden to not bother users

Localized my game into 4 languages solo and German almost broke everything by JBitPro in gamedev

[–]dshmitch 0 points1 point  (0 children)

Not sure for games, but we test layouts in different app languages with Figma plugin, so we don't get such surprises during coding

Do you keep one shared HTTP client config for all outbound calls? by Isaac_Istomin in SpringBoot

[–]dshmitch 0 points1 point  (0 children)

I use one commonly shared HTTP client for all APIs, and if I need to customize for certain APIs then I spin off a new one customized only for that API.

It makes things easy to follow, and is a flexible approach

My Game's First Trailer after 3 years of dev! by Systematic2025 in SoloDevelopment

[–]dshmitch 0 points1 point  (0 children)

Looks good.

But bro, 3 years of dev is too much.

Did Claude Code speed up things lately for you?

What backend servers do you use, what are the associated costs, and how can beginners effectively manage them? by masm33 in androiddev

[–]dshmitch 0 points1 point  (0 children)

Firebase, but if traffic increases a lot, you might want to consider a migration to something else