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Building turns your translated text, fonts, and voices into a single installable patch, and puts it straight into your game folder so you can play it.
The Build page
Building turns your translated text, fonts, and voices into a single installable patch, and puts it straight into your game folder so you can play it.
Building is the moment your project stops being a work-in-progress spread across pages and becomes a single thing: a patch that any player can install with two clicks. The Build page does three jobs, in order. It shows you where the work stands, it packages everything into the patch and installs it straight into your game folder, and it keeps the history of every build you've made. You'll come back here every time you improve your translation.
The build loop
Read the pre-build checks
The page opens on three coverage figures (text, audio, fonts) and a list of anything worth knowing before you press the button: strings still untranslated in each target language, voice clips not linked to any line, recorded lines the build cannot deliver (a clip inside a sound bank, a Bink or RAD Audio wave, a file in an IoStore container), text files it cannot write back yet, a missing target language. Only one of those actually stops a build, which is having no target language at all. Everything else is advice, and each row says how many and why.
Text100%12,483 / 12,483 strings0 missing1 targetAudio22%1,412 / 6,549 clips dubbed5,137 untouched6,549 indexedFonts100%3 / 3 fonts replaced0 unchanged3 detectedPre-build checks· all clear
Nothing flagged. You’re ready to build.The coverage cards and the checks under them, as the last of the text gets translated. An area with nothing to cover reads n/a rather than 0%, so a game with no voice files never looks unfinished. An untranslated string is a warning, not an error, because the build has a sensible answer for it: it ships the original text. That's what makes releasing a half-finished translation possible, and it's why Beta releases exist.
Build the patch
Press Start build and the pipeline runs, stage by stage, with live progress and a streaming log beside it. On a big game with a dub this can take a few minutes. You can switch to another page and it keeps running.
Play it
The patch installs itself into the game folder the moment the build finishes, so there's nothing to copy anywhere. Launch the game and actually play the important parts: the opening, a menu-heavy screen, a long dialogue. This is the step that catches what no automatic check can, like a line that's technically correct but sounds wrong coming from that character. To take the patch back out, use Remove patch on the game's overview.
What happens inside a build
The pipeline is short and the stage names say what they're doing. Stages that have no work simply don't appear: a text-only translation has no audio stage, and a game whose fonts you never touched has no font stage.
| Stage | What it does |
|---|---|
| Encoding audio | Turns every dub you recorded into the audio format this game actually loads. A clip that can't be encoded is dropped with a warning rather than failing the build, because the text is still worth shipping. |
| Downloading fonts | Fetches the font files you chose as replacements, once, before any packing starts. |
| Building the … patch | One stage per target language. Packs that language's text, fonts, and audio into a patch file the game can load. |
| Installing patch | Puts the finished patch into your game folder so you can launch and test straight away. |
Reading the log
Beside the pipeline runs the log: one line per thing that happened, stamped with how long into the build it was. Green lines are things that worked, amber ones are things that were skipped, and red ones are why a build stopped. The slow stages write a bar that fills in place rather than a new line per tick, so packing sixteen thousand clips still leaves the rest of the log readable. When something goes wrong, this is the first place to look, and every build keeps its log so you can open it again later from the history.
The header counts how long the build has been running. It adds a time remaining only once the stages that have finished actually give it one, and drops it again if the build stops moving: a countdown that keeps promising one more second while nothing happens tells you less than a clock that simply keeps counting.
The most common failure by far is the game being open while you build. A running game holds its files, the patch can't be written, and the log says so in as many words. Close the game and press Build again.
Reading the build history
Every build you made is a row, newest first. The number is the build's own count. The badges beside it say where the build went: Uploaded means it is saved to your Tranzio account where only you see it, Published means anyone can find and install it, and the version number is what players see. Stable is the version everyone gets by default; Beta goes only to people who opt in to try new work early. Then whether the build finished, which languages it was for, how long it took, and when.
The buttons on a row: Open shows the build's files in a folder on your computer. Log opens everything the build did, which you only need when it failed. Rebuild runs a new build with the same settings, for after a fix or a game update. Upload sends a build that never left this computer to your account. Delete removes the build and its files, and its cloud copy if it had one; it asks first, and your translation itself is never touched.
Builds and versions
Every build gets a build number like #0007, and the page keeps the full history: what it targeted, how long it took, when it ran, and whether it ever left your machine. Build numbers are yours alone. A version like v0.2.0 is a different thing: it's the name a release carries once you upload or publish that build, and it's what players see. Most builds never become a release.
| Build | Status | Targets | Duration | When |
|---|---|---|---|---|
| #0007Publishedv0.2.0beta | Success | Japanese | 2m 01s | just now |
| #0006Uploadedv0.1.4 | Success | Japanese | 1m 54s | yesterday |
| #0005 | Failed | Japanese | 12s | yesterday |
| #0004 | Cancelled | Japanese | 38s | 3 days ago |
When you improve your translation later, build again and publish a new release; everyone who installed your adaptation sees an update available tag and your changelog. That update loop is described from the player's side in Keeping translations up to date.
A build packages your work only: translated text, fonts, and audio. It never includes the game's original files, which is why your patch stays small, legal, and only installable by people who own the game.
Happy with how it plays? The last step is sharing it: Publishing & My adaptations.