c13303's Forum Posts

  • This "bug" made me sad the whole day !

    Happens when :

    • I load a build (Json to array) with many elements (importing a "build" for my character in my game)
    • Then after that, I load a savegame (usually in the same layout, it can be a savegame taken 3 second ago)

    this error occurs at every time.

    or eventually if I play for a long time, filling my array, then reload a game ...

    EDIT : So my thoughts are about the savegame too heavy or something, maybe because of the big array. If I understand well how C2 arrays works, clearing it won't make it smaller. So when I'm not using the array for import / export, I set its size to 0,0,0, then set its size to 17,28,10 when I need it only, and crush it after to 0,0,0 again. Since that, I didn't experience the "wait until afterLoad()" error ... yet ? I Hope this workaround will last...

  • We didn't find or asked for a professionnal translator, and I only asked a quotation for the voice over from now, but you're right, that's an important point.

    We don't know yet if we can gather enough english-speaking friends to make it by ourselves or not (we're french but my brother lives in London, there may be some hope here ) or if we will need money for this also.

    I've set up a dialog management system (php/mysql) to make this task as easy as possible,

    you can export the dialogs and translate it in a excel .csv file or even a .txt file, then re-import it in my manager, it creates a .xml in the files folder of my C2 project, which is automatically updated into dictionnaries objects when I launch/compile the game. It also manages options / conditions and a system that allows you to make variations of some sentences, to avoid repetition. This is really convenient

    By the way, my brother says I should make some kind of Construct 2 plugin of it ... maybe I will when the game will be done.

    The UI still a bit rough, as you can see ...

  • Thanks guys ! Of course, the translation is really important, and everything is already set up for it. When we'll be sure we don't extra lines, we'll translate it. It may hopefully be done for a beta playable version for early 2017.

  • Gameplay alpha video :

    Subscribe to Construct videos now

    Bel-Ocean is a point and click adventure game. You play Jean-Chien, a disenchanted dog who has been cursed by a giant fly-fairy that makes him living the same day over and over again.

    Jean Chien lives in a seaside city over polluted. The sea became became a giant pool of poop and the sun is not helping the stink by striking big time. People are trying really hard to keep their dignity though, but that's not going to last very long.

    On top of that, there's also his best friend, Jean-Dauphin, killing himself every night at 3AM.

    The fly-fairy has been clear on one point. To break the curse, Jean Chien has to clean the ocean during this one very day. This is up to you to take advantage of that curse to change the course of other things, like saving your best friend.

    GAMEPLAY

    Bel-Ocean is a "classic" point&click game. The gameplay twist lies in the looping day and the need to organize your actions in order to achieve all your goals in one day. For this, the player has special tools such as : a magic map able to track the NPCs, a magic watch to travel through the hours of the day, and a magic notepad to organize your roadmap.

    So you get everything you need to do the fastest run you can !

    TEAM & TECHNOLOGY

    Developped by Fromage Interactif, basically composed of two brothers : Charles Torris, writer, developper and music composer, and Paul Torris, designer, illustrator and animator, both passionate with videogames. Construct 2 has been chosen for efficiency and convenience, combined with the powerful Spine software for the animation. Our own dialog management system in PHP / MySQL has been made from scratch, allowing us to deal with more than 4500 lines of dialog.

    ADVANCEMENT

    We started this project 3 years ago, and now the gameplay part is finally almost done, as a complete playable alpha version already runs and rocks. We need an extra 4 month to complete the graphic assets. A devlog is available here.

    However, one main question remains : shall we do some voice over for the characters?

    We would need 3000€ to make it the good way, and we don't have the money. So we're thinking about crowdfunding. Why not trying ? If it fails, we'll release the game anyway, because it already works like that. And maybe that's for the best ?

    And there's already the need to get translated in english (the game is in full french for now), which is already a challenge itself when you have no money.

    Construct 2 matters

    I'm not even sure C2 HTML5 technology can support so much sound clips without crazy loading times (the game is 350mo so far, and it already takes some time to load) but maybe with the streaming feature it would be ok (it didnt work for the music as it stuttered)

    Full devlog : http://c13.5tfu.org/tag/bel-ocean/

    Artwork : http://beloceanpictures.tumblr.com/

    Soundtrack sneak peek : https://soundcloud.com/cestlematin/bel- ... -economics

  • My explanation may be a bit confused I admit

    "Then to set the marker, you would do Set Array at (Time, Place, CharID) to 1."

    That's basically what I'm doing now. Yes I have set the size of array already but you're right I can change its size on demand. However I don't need this since I already know how much values I will store.

    In the end it's working just fine so ... problem solved

    I see your point in the second solution, and that's true I didn't think about using two arrays in C2 ! but all in all I don't find that using 2 arrays sounds more simple and or efficient because the only way it would have been more simple, would be a case I don't need to use IDs but strings.

    Thanks for your help !

  • I understood in the end that arrays doesent work as in PHP since they need to be already defined.

    I had to make a record of some people being present in some places at some time.

    In PHP i would have done :

    array[place][time][0] = first person

    array[place][time][1] = second person

    and so on

    In C2, the tricky thing is that you can't use text keys in your array. So I had to set up an ID for each place and each character. In the end my array works like that

    x = place ID

    y = time

    z = character ID

    value = 1 if character is there, 0 if not.

    Don't think there's an easy way to do it with dictionnary

  • HI !

    I'd like to use an array to get multiple values on a 2 dimensional map.

    I know I can set a single X,Y value : Set value at(X,Y) to (value)

    or eventually several values on X,Y if I already have a Z value, like : Set value at (X,Y,Z)

    But I'd like the Z value to be auto-incremental

    as we should do in PHP

    array[x][y][] = value 1

    array[x][y][] = value 2

    etc...

    resulting in values at

    [x][y][0] = first value on X,Y

    [x][y][1] = second value on X,Y

    So you can stack as many values as you want.

    But the push and insert functions of Construct 2 just allows to "inserts a new 2D plane of elements", resulting in multiple insertions, and I just want to add one by one.

    Is the only way is to count all the X,Y values so far then guess what my next Z value will be ?

    Or eventually generate a random Z value big enough so matching will be (almost) impossible ? (wrong idea)

    I hope I explained my problem clearly enough and that someone can help me with this !

    Best

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Actually you may be right. and I just deleted all my bookmarks to try this workaround.

  • Bookmarks can help you a little bit though

    Search > Ctrl+F2 to place bookmarks > Esc to clear search > F2 to cycle through bookmarks, including your search results

    Already tried this method, as you can imagine It has several inconvenients :

    • you need to clean it afterwards. All in all, it's just not as fast as "remember line number+scroll to after clear".
    • it messes up your real bookmarks, if you have some

    I agree. The event filtering can be useful occasionally but most of the time it ends up confusing me.

    I'd much rather use an 'ordinary' search which would just jump me to the searched string.

    Exactly ! Simple jump, with buttons "next/previous found", as in most simple notepads. And eventually a list of bookmarks of all item founds in the project / folder, as in good developpement softwares

  • Hi Construct 2

    Here's what I think about the search UI of Construct 2 ! Basically, each time I do a search, I lose 3 seconds to show the code around my search : type search, watch the line number, clear search filter, you're kicked to line 1, so you scroll back to the line number ... Repeating this hundreds of time a day while developping on Construct 2! Either i'm missing something (but I looked everywhere in the options), either I'm sharing this problem with many developpers on big projects and there could be very simple solutions, inspired from regular coding. And i'm pretty sure you all know how important search is, especially for big/huge projects ! I know you're already on Construct 3 and I hope these are already fixed .. But I share it anyway

    • When you do a search, there's a filter on it. Please allow to search without filter : there's too often important code related to your search that is hidden ! It's major cause of mistakes when modifying while doing a research. A simple focus would be just fine !
    • At least, when you clear the search filter, keep the focus on the line you're reading.
    • Allow to search on every sheet. Splitting the code into sheets is great ! But sometimes you can't remember where you put something .. And you have to make a search in every single sheet.

    I think these very simple features would make a huge time gain and comfort difference for any C2 developper

    Best

  • Things to fix (new bugs added):

    1/ Opacity not supported

    2/ Outlines around Spine parts are showing, when there are other sprites in the scene loaded before it. (Maybe some thing to do with Alpha Blending, once activated for sprites , deactivated for the Spine object ?)

    3/ 2D renderer not working (but there's some code about it in the plugin ?)

    4/ the Spine shows at wrong place on screen when there's scroll involved (apparently the camera position of scrollTo is being ignored)

    5/ Sometimes, strange things with the mirror function

    Capx:

    https://drive.google.com/file/d/0B4BNmt ... sp=sharing

    Unfortunately my tiny skills have reached their limits on those ones ! That would be so great is Spine was fully supported by C2 ! It is way more powerfull and professionnal than Spriter and would attract bigger projects. We need help on this one <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • 1/ Opacity doesn't seem to be supported

    2/ Also, does everyone got this bug ? If a Spine object is loaded at the same time or after a regular sprite in the scene, a small outline (of blur?) appear around every part of the spine puppet, making the result very dirty !

    Only workaround found so far : load sprites after Spine objects ONLY - Spine object must be loaded on a blank scene to show correctly. Which makes Construct 2 pretty unusable !

    Any theorical idea welcome, if I had a clue of a reason for this, I would have a look in the plugin.

    (on the picture : line around mouth and arms are not supposed to show)

    3/ Maybe, maybe 2D renderer would be a workaround (if it has to do with GL antialias, maybe?) but I discovered that the 2D renderer was not working at all (nothing is showing)

  • I figured out how to modify the plugin so you can choose your own refresh rate (just add the wanted rate in the refresh_rate value in the properties of the spine object) so it looks like it's not "interpolating" any more.

    UPDATE :

    17/09 - added "set mirrored" function

    we noticed some bugs w/ the scale function too.

    download my updated version of plugin :

    https://drive.google.com/file/d/0B4BNmt ... sp=sharing

  • Hi ! I'm also interested in deactivating interpolation or change update rate so it doesnt look interpolated.

  • Does the plugin support things like scaling Spine objects yet ?

    Edit : answer to self : I tried the pluing with the example given in it, and "set size" works already better than Spriter plugin, mostly because Spine makes 1 object instead of many. It seems we found our savior ! Thanks.