kingpirux's Recent Forum Activity

  • 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.

  • > 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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  • are there any tutorials on how to use the flowchart?

    there are demos on the starting page of the engine, the flowchart it self doesnt have much right now, but will be very versatile if the export to json is added, because for the momment is the main backsteep since 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.

  • Do you want some kind of tool to export a flowchart from the editor and then load that at runtime? Or do you want to load external data in to a flowchart in the editor?.

    yes exactly that, the chance to export and import flowcharts entirely with connections and data.

    So:

    1-User exports flowchart as json

    2-Other user edit the content (like for example the dialogues)

    3-Import into the editor to be able to test the gameplay.

    4-optionally: Probably, when in the editor, doing double click into a imported json flowchart file, will open the flowchart editor like a normal flowchart.

  • Totally understand the problem with a big engine growing more and more making the need of more maintenance and at the same time more requests to fit expectations... about it i would say that you should start thinking about the possibility of open source, following the example of the other game engines.

    1. Load and save what? Do you mean the runtime state? Or the data of which nodes you have? Or the format it's saved to the project (which is actually already JSON)?

    Just as mentioned above, the possibility to load the entire flowchart, and to save it. So it will allow to read the flowchart as a file, like an array and json files, this helps on Dialogue oriented projects to be able to fix/translate/edit long chains of dialogues.

    You should already be able to detect a dead end by comparing if the output count is 0

    here is a problem with wording, currently output and value are the same thing. here is an example, this returns 3 outputs, but it only has 1 output in 3 values, also if i want to "move" on the option 3 nothing is telling the system that is not possible.

    It's not clear to me why you'd need this or what specific problem you're trying to solve

    Again it's not clear what problem you've had here and whether something else can solve it

    both can be better understood looking at this picture, only option 2 has output, but currently Flowchart is calling output to all the lines and values, and nothing is telling the system that is not possible to go through the other options, it will just stall.

  • I found an intresting power use of the flowchart to create nice state machines and logical dialog controllers... but i feel it was abandoned, regardless of small bugfixes it has missing KEY elements and making the "feature request" is just pilling up in with tons of other requests.

    Some stuff that i feel it shouldnt be even asked as a featuer because they are needed for regular use:

    1. Load and save Json format: this is the MAIN reason of this post, its a keystone feature needed to be able to work in teams using flowchart, without it literally had made my work almost inconvenient compared to a basic simple json
    2. Detect "dead end": currently it doesnt have any trigger to detect if it moved or not, the "enter" and exit are not working correctly because there is no "failed to exit" or "failed to enter".
    3. Return UID when tag is empty:
    4. This is a small problem but real, right now is forcing to put a tag on every node, but it should return a number to identify the node (similar to UID of a sprite for example).
    5. Get child output tag/UID: similar to the previous one, for some reason we can read the parent (previous) but can't read the child (next) to be able to flow with the code.

    Hope it helps to give more inspiration to make it grow, flowchart would have a lot of potential if it gets more flexible on this details.

  • excellent :D we ended up using javascript for it but for future projects will help a lot for using it.

  • The encrypted data is actually a binary structure which includes some metadata at the start including the iv. But my point in this case, you don't need to worry about any of that, as if you just use HTTPS it's all encrypted anyway.

    Ashley regardless the https, how to know about that metadata to be able to use the encrypted message in other places? there is no information about that on the documents.

  • yes but any way how can i get that metadata if i want to use it? let's say im using this encryption to play with a different app that wasn't made in construct.

    How can i get the iv?

  • It's sent along with the encrypted data. But you shouldn't need to do that. Use a HTTPS connection and everything you send to the server is already encrypted.

    ok, but how do i obtain the iv? how is it diferentiated on the encrypted data? is separated by something?

  • im trying to use the new cryptography plugin combined with a web page, i send the encrypted data (i know is not completly secure but is enough for us) but to decrypt on the other side using AESGCM i need the iv (initialization vector) and the encription tag, but on the plugin that is not added and i can't configure it so i can't decrypt on the web backend.

    is there a way to obtain or configure the iv? is the encription tag the same as the tag used to identify it is complete on the editor?

    Tagged:

  • well i solved it, you have to use // to get all the elements from the root, and then pick the first element [1] so it is something like:

    XML.StringValue("//element[1]/")

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kingpirux

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