cesisco's Recent Forum Activity

  • Release 1.0.0.4

    OpenAI Chat Vision and OpenAI TTS were added to the suite.

    Now it includes:

    1-OpenAI Chat:

    1. This plugin allows Construct 3 to interact with the OpenAI chat completion endpoint, enabling real-time chat functionality.
    2. Perfect for chatbot development, conversational AI, and virtual assistants

    2-OpenAI Chat Vision:

    1. Enhance your Construct 3 applications with the power of AI vision. This plugin integrates with OpenAI’s vision models, allowing your application to understand and interpret images in a human-like manner.
    2. Perfect for chatbot development with vision capability.

    3-OpenAI Dall-E:

    1. Bring the power of Dall-E to your Construct 3 projects. These plugins allows your project to generate(Dall-E 2 and Dall-E 3), edit and make image variations(Dall-E 2 only) from textual descriptions, opening up a world of creative possibilities.

    4-OpenAI Whisper:

    1. Whisper is a speech recognition system for making requests to the OpenAI speech to text, transcriptions and translations endpoints.
    2. Transcribe audio into whatever language the audio is in.
    3. Translate and transcribe the audio into English.

    5-OpenAI TTS:

    1. The Text-to-Speech (TTS) plugin allows your Construct 3 project to convert written text into spoken words. This can be used to create more immersive experiences, provide accessibility features, and more.

    6-OpenAI Chat Completions:

    Deprecated

    7-OpenAI Completions:

    Deprecated

  • I'm at a loss with the message "You didn't provide an API key. You need to provide your API key in an Authorization header using Bearer auth (i.e. Authorization: Bearer YOUR_KEY), or as the password field (with blank username) if you're accessing the API from your browser and are prompted for a username and password. You can obtain an API key from https://platform.openai.com/account/api-keys."

    I have a key, what is an Authorization header.

    Hi waltg, I've replied to you via the support email.

  • If it were up to me, I would simply create an Excel sheet with all the data, placing each creature in a separate column and listing the 30 names on the Y-axis. Once completed, I would copy the data into a C3 array, use Ajax to load it into an Array object, and then manipulate it as you need.

    You can even create the names with the help of AI in a table format already.

  • I haven't tried it yet, but you could check if it's running on iOS (with the PlatformInfo plugin). If it is, then run a function when you create the text to set the y position to Self.Y - (the value you need) and set the height to Self.Height + (the value you need), so the text isn't cut off.

  • Hi, because on event 3 “isSelected” is false so it sets to true ( now it’s true), then when it runs event 4 it’s already true because it was set on event 3 to true, so it sets to false again so it disables the effect again.

    You should do something like this instead:

    EDIT: You can use an “Else” on event 4 instead

  • I did some Googling, and it looks like it's not easy to achieve this with just CSS

  • Hi. Maybe something like this:

    	#wordcombooptionslist {
     border: none;
     font-size: 40px;
     background-color: transparent;
     word-wrap: break-word;
    }
    
    #wordcombooptionslist:focus {
     background-color: /* background color */;
    }
    
    #wordcombooptionslist option:hover {
     background-color: /* hover background color */;
    }
    
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  • cesisco

    Again thanks for the help.

    Been a great help for me and for my project/game, really just couldn't see a way though it.

    No problem. Keep on going and keep in mind that the primary role of a dev is solving problems and searching the web for solutions. If you are building something without facing any problems, it may be because you are working on something that isn't worth building.

  • cesisco

    Just hitting my head towards a new wall, the puzzle game is on an other layer with, parallax and scale rate set to 0. So a UI follows the player but the problem is when I'm showing it in the game the mouse and all the controls are totally off... I now the thing with the mouse absolute and all that with different layers according to parallax, is there a fix?? :(

    Hi, without more information, it's hard to tell what's going on, but keep in mind that the Tile Movement behavior uses Grid offset X and Y settings, so take a look and check if it's related to that.

  • Probably, you can store a bunch of 'initial' states that you consider possible to solve in an array, or you can procedurally generate the initial state before the game begins. This can be done by starting from the 'solved' state and then making a certain number of random possible moves until it's shuffled. The more moves you make, the more difficult the puzzle will be.

    EDIT:I guess R0J0hound already mentioned this faster than I did :)

  • Hi, you can achieve this in a more dynamic way, such as storing pieces position in an array and track that, or checking their positions in relation to others. However, you can always hard code it like this:

    Assign an instance variable called 'id' to the pieces (ranging from 1 to 8 in order) and check the X position of the last piece (with id 8).

  • If I understood correctly, something like this will do (probably there's a simpler way)

    + Button: On clicked

    | Local boolean emptyFound‎ = false

    | Local number targetColumn‎ = 2

    ----+ Array: For each XY element

    ----+ Array: Current value = ""

    ----+ System: Array.CurX = targetColumn

    --------+ System: [X] Is emptyFound

    ---------> Functions: Call DoSomething (xIndex: Array.CurX , yIndex: Array.CurY)

    ---------> System: Set emptyFound to True

    * On function 'DoSomething'

    * Parameter 'xIndex' (Number)

    * Parameter 'yIndex' (Number)

    -> Text: Set text to xIndex & "," & yIndex

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cesisco

Member since 2 Feb, 2010

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