Posts Tagged ‘.net’

Japanese Learning Tool

February 17, 2009

Well I’m not sure exactly how relevant this may be to Game Development on the whole, but I don’t really have anywhere else to post useful things. Warning preamble out of the way now.

I’ve been off-and-on learning the Japanese language since my teens; I’ve been interested in manga/anime, and Japanese games since I started playing them on my NES (I knew I could tie it back to games somehow). Of course, back then I didn’t know that the games I enjoyed most were originally Japanese. When I learned this, I immediately started doing research into this fact – and discovered a myriad of games I may never have known about otherwise. It’s a fact that there are many games I would love to play, had I a proper grasp on Japanese, that I’m not likely going to without it.

In my recent Japanese learning, I’ve come across a very useful online tool that I’ve been using extensively over the last couple of weeks. With it, you’re randomly given a Japanese character and you have to guess what the romanized version of it is. That is, any given “kana” (simple Japanese symbol) can be written out with English letters and still be understood. When presented with a Japanese kana, you’re prompted to give the “romaji” for it. It’s basically a computerized flashcard system.

With the turmoil that suddenly presents itself in my life, I suddenly worried that I might not have access to the internet, or I might not be able to pay the site I use anymore, or some other of the 1,000,000 reasons I’ll come up with if given the chance.  So why not “borrow” the format and build my own? To be honest, I’m not sure where the line is between “borrowing” and “stealing” when you’re considering designs.. but that’s a topic for another discussion.

After about a day’s worth of work, I present my Japanese Kana Recognition Practice app!

Japanese Kana Recognition Practice

Download (17.5 KB)
Requirements: .NET 3.5 and Japanese Language Support

I think I’ve covered all possible issues, but I might have messed up somewhere; if anyone has any problems with it, feel free to drop me a comment.