oosyrag's Forum Posts

  • Email and paypal are oosyrag at gmail. Let me know if you run into issues, or if there was any particular existing subtitle file format you want to work with, I should be able to adapt it.

  • Have you done the Ghost Shooter Tutorial? You can get to it from the start page. It has what you are looking for.

  • I made a psuedo coloring book example a long time ago, where you have to slice up the colorable pieces yourself as different sprites, and set a filter to "color" them. Could be a lot of up front work, depending on the scope of your project and how comfortable you are with other imaging software to create the slices.

    dropbox.com/s/l1wwv4ed2midjdk/coloring.capx

  • You can put the text object in a container with the sprite object. When you pick one, the associated text object will also be picked.

  • After "On Logged In" triggers, you can "Request Room List"

    In the "On Room List" event, you can use the room list expressions:

    ListRoomCount

    After On room list, the number of rooms in the received list.

    ListRoomName(index)

    ListRoomPeerCount(index)

    ListRoomMaxPeerCount(index)

    ListRoomState(index)

    After On room list, retrieve information for a room at an index in the received list. The state can be one of "available", "locked" or "full".

    For example, to list all available room names in a text object, you could put in a subevent:

    Repeat ListRoomCount times - TextObject - Append "ListRoomName(loopindex)&newline"

    Or you can add all the rooms to a list object, so that users can select a room to join.

  • I think you'll need to parse the equation using nested tokenat expressions for each operator... Not sure if there is a better way to do it. Also not sure how to break out parentheses.

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  • Buttons objects are HTML form elements, and always show on top of your game. You'll need to create your own button with a sprite object and events.

  • You're right, there is a Video.PlaybackTime expression to get the current time.

    Here is an example (it's a little big due to high resolution in the original video) dropbox.com/s/ub0s765rbmgky2t/subtitlesexample.c3p

    I changed my idea a bit, this new way should be able to handle if you fast forward or rewind as well. The data you need to provide is start time, end time, and subtitle.

  • It is the same idea. In the example, you click to set a destination, or you would make the destination always where the player is. Instead, you can use an event to trigger when the destination is reached (point a), to set a new destination (point b). And when point b is reached, set the destination to point a.

  • I am not familiar with the tutorial you are referring to, but "the Host player (i.e. developer of the game) maintains an-always running version of the game online as a host server" is correct, if you intend to have an always online dedicated host.

    The signalling server is indeed an always running server, but it does not run your game. It's purpose is signalling, which is a method to connect players over the internet. It would indeed not solve your problem. The Construct team already hosts a signalling server for free which you can utilize, and is generally sufficient for most people's use.

    A "server" can be any computer that is usually always on and connected to the internet. This can be your home computer, a computer in a data center, or a rented computer from a bigger company like Amazon or Microsoft. A server can run many things. In your case, you want a dedicated host version of your game running on a server, so people can connect to it.

  • Get online, run c3, and wait for the ready to use offline notification to show up.

  • The signaling server is a service that connects hosts and peers. It doesn't have anything to do with a dedicated server/host.

    To have a dedicated server as host, you just need to have an always online server/computer, run your game on it, have it join a room first as host and leave it on.

    You can distribute "client" versions of your game with host events disabled. This will ensure your peers can never join a room as host.

    You can also use event conditions for your peers to ensure they do not join empty rooms, thus preventing them from ever hosting.

  • Not certain, but the drawing canvas object should be able to do that. It will be similar in concept to a split screen set up. I'd need to experiment a bit though to see if it works.

  • The simplest method I would try first would be to have a copy of all relevant objects on a second (non interactive) layer, scale that layer down, set parallax to 0 and scroll it to the desired position.

    See if the result is satisfactory. You can try applying some visual effects to the minimap layer as well.

  • Hmm... if I were to take a stab at it I would imagine I'd need a (project) file containing a way to identify the relevant video clip, each subtitle block, the time it should begin, and the duration it should stay visible (and possibly positional information?). This file would need to be created manually and could be parsed on start of layout to load into an array.

    A single text object would display all the subtitles. The text object would have one timer tag to keep track of the total duration of the video, and to trigger loading each subsequent subtitle into the text object. It would also have a separate duration timer tag to clear the previous subtitle upon triggering. A simple incrementing counter variable representing the array index could be used to display each subtitle block in sequence.

    I can put together an example at a later time if this doesn't make sense.