brent_hamel's Recent Forum Activity

  • All points mentioned here are totally valid, however I have another to make...

    What C3 needs more than anything, is published games out in the wild.

    As someone that's used Construct since the Construct Classic days, I've routinely checked out other engines (as they all have shortcomings, and sometimes C3 hits me with a wall I can't work around), and the FIRST thing I ask myself when investigating any other engines is: what has been made with it?

    If I don't recognize the name of at least ONE game listed, generally I move on, not out of spite or anything, but out of a reaction of: it must not a capable tool, or no one else is using it either...

    Examples won't get anyone's attention, neither really will demos... only finished and sold games will, I'm afraid.

    While not aware of Scirra's financial situation, what would really help to ship games, would be to either offer or partner with a publishing service, especially if its capable of helping devs to completion, be it through direct tool support, project funding, distribution, etc...

    If there are few to no visible games in the wild, then the engine isn't visible either... and that sucks, because Construct 3 is awesome.

    Is the cost to entry high for young, new, solo devs? As someone in Canada, yes, I have to justify my monthly subscription to my wife every month, as C3 still has yet to bring in any revenue to our household to justify my continued use of it.

    Are there features that newcomers will be looking for that aren't in place yet? Of course there are. Whether or not those are in the pipeline or never intended is unknown, but they will be viewed as "currently missing".

    Does that mean the tool is no good? Absolutely not, C3 is fantastic. But no one knows about it when there are no tangible and visible projects made with it. MIGHTY GOOSE is probably the most well-known/obvious title that we can all point to, which is a great start, but there needs to be more.

    So my point is, whatever can facilitate more finished games of quality and polish, getting out the door, and making a little money, in app-stores, e-shops, Steam, Switch, PlayStation Store, Xbox, whatever, is what NEEDS to happen.

  • Playback I'm not concerned about, as I prefer to use my own samples for specific games, its purely the reading of midi device input that I'm curious about, so thank you for the link! Not being a JS programmer, and someone that only uses the Event System in C3, I may have my work cut out for me in terms of incorporating this, however its a start for sure!

    As for MIDI devices, I have a few kicking around ;) (My primary background is in digital audio lol)

  • https://www.midi.org/midi-articles/about-web-midi

    I've been poking around trying to find a way to allow users to use USB Midi controllers as a form of input, but to no avail... I did read that (quite a while ago now) there was a brief discussion about MIDI support in browsers, and whether or not it would ever make it to C3 if it came to fruition. According to the link I've shared, it seems it has (unless I've missed something) just wondering if there's something I'm missing in terms of interacting with WebMIDI currently, or if its just straight unsupported, and if so, when it might become supported... as midi is a FANTASTIC way to reduce load times for game music, its way more flexible in real-time during gameplay (riding Yoshi in SMW adding bongos to the current music is a classic example), and is something I'd LOVE to see available in C3... I'm not a JS programmer, but I do understand the MIDI Binary format, so while I can happily load a midi file as a project file, drop its contents into an array, and play it back using pitched samples... I'd really love to be able to allow user control with a USB MIDI input device as well... thoughts?

  • You can't just replace an image in a spritefont, because different languages have different number of letters in the alphabet, and will require different settings for character spacing.

    This is why I also wanted a "Set Character Set" action, as obviously you'd need to update that to match the newly imported spritefont image

    ...I guess I'll just have to focus on English alphabet and Katakana font variants for now... as its not just about representing those languages, but also having differently styled fonts for each...

    It just seems odd to me that these features are missing from an image based object... and if not a simple oversight, then is it a technical reason for their absence?

  • I know I've asked this previously, to no avail, but thought I'd ask again in case anyone else has run into the same problem...

    Is there any way to alter the Spritefont image and character set once the program is running... Not sure why these actions have been left out of this object, but given that I not only want to support multiple languages per font (these are styled fonts of my own creation), but also different styles of font in general (also of my own creation), not having these seemingly simple (given that they appear to exist on every other graphics based object...) actions seems a bit silly, unless there's some technical reason for their ommission...

    Traditional fonts are 100% out of the question as they all look garbage at the pixel resolution I'm targeting... a given character must fit within an 8x8 pixel tile, with an empty column on the right side, and empty row along the bottom, making the character actually 7x7 pixels...

    Thanks in advance, although in the past this usually ends up with the advice of "use normal fonts" or "have a crapload of spritefonts already set up for each language and variation within the layout"... neither of which are helpful options I'm afraid...

  • > Looks like you can't load a file as binary with the AJAX plugin, only text

    No, this is possible in C3. You request a file with AJAX and then set response binary to BinaryData object.

    AWESOME!!! This is EXACTLY what I needed!! Thank you!! I can now:

    - load a binary file

    - pass it into an array as uint8

    - convert the uint8 values into HEX/Binary as needed for editing

    - edit said values at whichever addresses I need to

    - store them back as uint8 into the array

    - save the array to a destination binary data object

    - export it out back into my file system for external use

    This is fantastic. Like... a game changer for me. Seriously, thank you SO much for replying!

  • Just a quick question, as I've failed to find much online to help point me in the right direction...

    My goal is to:

    - load a Binary Data object with specific values from an external binary file

    - see them displayed as HEX using a text object tp verify they're correct

    - write them to a new external binary file

    What is the best approach to accomplishing this? I've noticed that simply including the source bin as a project file, requesting it through AJAX, saving it to the Binary Data buffer (UTF-8 Text seems to be the only option?), loading it into a text object (I've made my own decimal to hex conversion function) appears to function as expected, however, when I then try to write the binary data to a new file externally using AJAX, my file nearly doubles in size...

    What am I missing here?

    Thanks in advance!

    (Ideally I'd like to be able to write the bytes directly into the Binary Data object using either %00000000 Binary or #FF Hex... I don't suppose this is coming down the pipe any time soon is it?)

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    I agree with Ashley that its better to use the advanced features of the behaviour... My own personal solution is:

    If CanJump = true, then

    If "Jump" is pressed, then set Y vector to "-JumpStrength" (as mentioned

    this does not allow for JumpSustain as it currently works)

    If "Jump" is released & Y vector < 0, then set Y vector to "Y vector * 0.25"

    (this essentially kills the jump but still allows the movement arc to feel

    natural)

    For coyoteTime:

    If OnGround = true, then set "Coyote Timer" to 1 (or whatever duration you prefer)

    Else set "Coyote Timer" to "Coyote Timer - dt"

    If "Coyote Timer" > 0, then CanJump = true

    Else CanJump = false

    So basically I check the conditions for CanJump, ie: IsOnGround, JumpCounter is less than JumpMax, CoyoteTimer > 0, etc, and then execute my jump with Set Y Vector, and do my own Sustain method. Honestly, for my purposes it works flawlessly, and to be fair, Construct 3 is intended to be accessible for beginners to help them learn to become more advanced... I honestly think adding the DoubleJump to the platform behaviour was overkill, as it was also easily done in events...

    Btw, I only use events, I have 0 code writing ability beyond doing some simple equations inside of event value fields... so like testing basic conditions and doing basic math instead of entering hard values into a given field...

    Hope this might help, cheers!

  • Hey all,

    Just wondering if there's a way to set up an Enum. I've created an input handler that reads the input state of 16 different inputs ( replicating a gamepad without being tied to the Gamepad plugin ).

    This handler uses a string that stores all 16 states, separated by commas, so when I test an input, I just tokenAt() the index I want for the specific input I want to test. Is there any way to tie these index values to actual string names for readability and convenience?

    I'm sure I'll remember the index order of all my inputs eventually... but it'd sure be nice to just type the name of the input I want and have the appropriate value serve as the actual index to be read from.

    example:

    current = "int( tokenAt( obj_inputHandler.inputState, 0, ", " ) )

    desired = "int( tokenAt( obj_inputHandler.inputState, Up, ", " ) )

    Is this possible or will have to come up with a workaround?

    Thanks in advance,

    Brent

  • My idea was that you continue developing your game with just one default spritefont object (English). And you can add 30+ spritefont objects for other languages to a separate repository layout. In runtime, if the selected language is not English, you replace the default spritefont, spawning another spritefont in its place, and copying text/size/color and all other properties to it. You will only need one "EnglishSpritefont On Created" event.

    I appreciate your workaround, I have one that I've been using thus far and will continue to do so, at this point, I have about 5 different SpriteFonts for English alone: TitleText, SubTitleText, MenuText, NarrationText, and CharacterText (this I can change the colour of on the fly, so that's helpful at least) and they're all different based on context and mood. I'll be doubling a few of these with a PlainText font I've made, which is white or black on the opposite BG, used for accessibility purposes and people with vision impairment. Other languages will also need the same treatment.

    It's fine for what it is, for now, it just seemed like easy value to add depending on how the plugin is working compared to other graphics plugins like Sprite, Tiled Background, and TileMap... (which all allow swapping the visuals on the fly) its curious that 9-Patch is in the same boat as SpriteFont though, so perhaps it IS some kind of limitation rather than oversight?

    I don't know, I just know it'd make my life infinitely easier if these features were in place, and I suspect I'm not the only one. I'll leave the thread alone now and keep limping along as I am, thanks all for the input.

  • That's fair, the last thing I want is to cause problems. I've posted my needs as an official suggestion on the appropriate site. I just hope it's something feasible, as I'm sure that if it is, it's likely quite low on the priority list, as you guys are swamped with stuff to do I'm sure.

    I was more curious if the lack of those features was simply an oversight, or if there was some technical reason for their omission.

  • Even with the modified plugin, you will still have to add and manage images, character sets and spacing data for each language. In my opinion it's not much different from adding multiple SpriteFont objects to your project.

    You can create a simple system which will automatically swap English spritefont for a spritefont in another language in runtime.

    I understand what you're describing, but its not the way I'd prefer to do things if possible. My ideal setup would include the features I've mentioned, and then simply loading all of my external SpriteFont image files into project, and then having a textManager array that would contain all the information needed for each font. Then its a single function to swap fonts at any time. Be it different characters that use different fonts, different sections of menus, users choosing to disable styled fonts in place of plain white or black text on the opposing background for clarity, etc.

    I've thought of a few workarounds, but my whole purpose for questioning these features being available or not, was to get away from workarounds and start doing things more intentionally. Not having to spend wasted time having to load and manually set each font, which at this point is numbering 30+, in editor, hard setting properties for each one, then in code, spawning potentially 30+ text boxes for each separate element of text, when I could, in theory, have a MUCH simpler system that could hot swap them on the fly, using only a single opbject and its various instances, for the entire project.

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brent_hamel

Member since 31 Dec, 2009

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