There's something going on with that lebel, but I can't really figure it out, so I just disabled it. Besides, the game needs new fonts with special characters that are true to the original intended visual. I'm just using those already loaded into the game. And hope that whom ever is in-charged of fonts will then add/change the source with proper fonts.

For now here's the code I'v added.
This code will enable you to compile a version with working Speech, Hotspot cursor, and some GUI text for special characters (should work for western European languages).
Locate: Scripts->framework->Translations (double click to open or click the +)
Translations Script (Translation.asc) add the following code to the end of the file:
// Note check GUI->FloatingHotspot.asc function _drawHotspot for setting new font.
void ChangeTranslationFonts() // added by Cassiebsg
{
if (IsTranslationAvailable())
{
if (Game.TranslationFilename=="ITA" || Game.TranslationFilename=="GER")
{
Game.NormalFont=eFontTumbleText;
Game.SpeechFont=eFontTumbleSpeech;
Label5.Font=eFontTumbleText; // Disclaimer text
lCreditsTitleOut.Font=eFontTumbleOutlineSpeech;
lCreditsTitleIn.Font=eFontTumbleSpeech;
lCreditsNameOut.Font=eFontTumbleOutlineSpeech;
lCreditsNameIn.Font=eFontTumbleSpeech;
Label26.Font=eFontTumbleSpeech; // Finish demo congrats
Label27.Font=eFontTumbleSpeech; // Access to extras
Label31.Font=eFontTumbleSpeech; // Finish demo first
Label30.Font=eFontTumbleOutlineSpeech; // Finish demo first
Label30.Visible=false; // can't get the shadow to align, so have turned it off.
}
}
}
Translations Header (Translation.ash) add the following code to the end of the file:
import void ChangeTranslationFonts();
Locate: Scripts->GlobalScript (double click to open or click the +)
GlobalScript Script (GlobalScript.asc) locate function game_start() (line 19)
Add the following code inside the function... line 20, or end of function after line 70, but before the closing
}ChangeTranslationFonts(); //function is defined in Scripts->framework->Translations
Compile and test if all is working.
As for the Demo, I did a couple tests, but no matter what I did it would crash and not run or insist in using the translation. I guess one could maybe manually create a cfg file with translation set to default, since changing the translation via script doesn't change the cfg file and thus insists in loading the translation.