measuring the passage of real-time

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SwordPlay
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measuring the passage of real-time

Post by SwordPlay »

are there any options to check the real-time, even if the game is not played?

Can a game:
a) check the user's time settings?

b) measure time itself?

I would like to create apps for android, for example that would have cool down timers lasting minutes to hours, and daily events.

Is there any support for this kind of thing? Would a game have to run continuously?
TMC
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Post by TMC »

Yes. Surfasaurus is an example of a game that made use of it.

http://hamsterrepublic.com/ohrrpgce/doc ... 0Functions
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SwordPlay
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Post by SwordPlay »

thanks for that TMC

Don't suppose you know if push notifications will be possible (for android devices, say)?

EDIT
Can these time functions be subverted by a user changing the time on their device?
Will CUSTOM ever be able to run in a minimised, sleeping or hibernating state?
Will it ever be able to get time from the internet?

EDIT
Will two games ever be able to exchange information somehow, maybe my sharing a save state?
Would CUSTOM ever generate/read QR codes or something like that?
Last edited by SwordPlay on Fri Apr 21, 2017 4:18 am, edited 4 times in total.
TMC
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Post by TMC »

I don't know what you mean by push notifications; I guess you mean setting an Android timer to reactive the app later? No such thing planned, or other smartphone-specific features like using a camera. You should use a different game engine if you want those sorts of features.

I have no idea what you mean by putting Custom in a hiberating state. It would be nice if Custom and Game didn't burn so much CPU when you have them open but they're backgrounded. You're thinking about battery on your laptop? When running on Android, an OHR game is already suspended if it's not in the foreground.

I wast thinking about allowing two .rpg files to share the same save files, for sequels and for "run game"

We'd like to add network functions some day.
Last edited by TMC on Fri Apr 21, 2017 4:44 am, edited 2 times in total.
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