Are Flowcharts abandoned?

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  • > normally a text adventure will be translated to many languages and right now it doesn't allow to be edited outside construct, reconstructing one by one by hand each dialogue is tedious on big storylines.

    You definitely shouldn't make a flowchart per language. Just have one flowchart for all languages, and instead of putting the actual text in the flowchart, just put the key to look up in the Internationalization object.

    Is that what you wanted the save/load JSON feature for? If so you shouldn't need it after all, as using one flowchart for all languages is a better solution.

    nono, it is just one example of many reasons. To be able to work with big flowcharts in a team, to use text editor for faster search/find texts and values is the reason for import export json.

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  • You definitely shouldn't make a flowchart per language. Just have one flowchart for all languages, and instead of putting the actual text in the flowchart, just put the key to look up in the Internationalization object.

    Ashley As a developer using flowcharts for dialogue, I think it's important to have the line readable from within the flowchart, rather than just a reference key. I'm wondering if it's possible to come up with a hybrid system where the developer writes the flowchart value in their native tongue and the program looks up the key based on the string and matches it to the translated line (although, spending one second to think about this, it does seem like it'd be too easy to break).

    I considered doing something similar in my current game but in the end, because it doesn't have a lot of dialogue, I ended up adding all translation lines to the flowchart nodes (which isn't ideal as it makes the nodes cumbersome) so that I could easily read along within the flowchart editor. The translation process was painless as the translators just worked in the JSON file before re-importing:

    Radkampfwagen I don't know what other developers are using flowcharts for - but as someone who made a verrry dialogue-heavy game in C3 pre-flowcharts, I'd say they're a bit of a godsend, especially if you're only planning a simple dialogue system.

  • > normally a text adventure will be translated to many languages and right now it doesn't allow to be edited outside construct, reconstructing one by one by hand each dialogue is tedious on big storylines.

    You definitely shouldn't make a flowchart per language. Just have one flowchart for all languages, and instead of putting the actual text in the flowchart, just put the key to look up in the Internationalization object.

    Is that what you wanted the save/load JSON feature for? If so you shouldn't need it after all, as using one flowchart for all languages is a better solution.

    I tried a solution, first generate the md5 hash value for the original language, and then generate the JSON file. Other languages ​​also create their own JSON files and use the corresponding hash as the key.

    example: Flowchart_with_Multi-language.c3p

    You only need to maintain a Array/spreadsheet/CSV file:

    en-US, pt-BR, zh-CN
    Home, Início, 主页
    About, Sobre, 关于我们
    

    you can directly use English with the flowchart, and display the text by using a function.

    Functions.Translate("Home")
    Functions.Translate(FlowchartController.OutputValue("Text"))
    

    Then use the tool to automatically generate the JSON file.

    ---

    The working principle of it is that it will generate a Hash for your original language and correspond it with other languages.

    When you search for a language through the Functions, it will first generate a Hash for the original language, and then look for the corresponding Key in the JSON. For the Hash algorithm, the `hashFnv1a64` algorithm is used here, which is very fast and has very small collisions. It is also synchronized and has very little impact on performance.

    This way, you no longer need to use an ID like `home.title` to refer to it.

    en-US.json

    {
     "hash1": "Home",
     "hash2": "About"
    }
    

    pt-BR.json

    {
     "hash1": "Início",
     "hash2": "Sobre"
    }
    
  • I tried a solution, first generate the md5 hash value for the original language, and then generate the JSON file. Other languages ​​also create their own JSON files and use the corresponding hash as the key.

    lol its a very clever solution, but already are a lot of options using normal construct plugins like a dictionary or the propper "internationalization", that is almost the same, using keywords to take the dialogue texts where it corresponds. In my preference i use dictionaries, one for each lenguage and each line is a key like "line1" that simple, and the json files are the dialogues it self, so this way i only load the dialogues i want.

    BUT it is not the only reason to be able to download the flowchart JSON, in my case, when i work in teams i would like to tell my writer (scripter i dont know the word in english for the one who writes the story) to be the one also working on the flowchart so he has control of the story effects and items, the problem is i don't want him to be touching the project files, so normally i just send him the jsons or the files.

    in this momment i see the flowchart potential, but i also find my self doing extra steeps when could be easy solved by sending the current flowchart json file.

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