Get a list (CSV, JSON, or anything else) of every Rocket League item in the Game - json

I`m programming a WPF app to keep track of the in game trades.
I was wondering if there is any way to get a CSV file, JSON file or anything else, that is "easy to access" of every Rocket League item there is.
And even better would be an image to each item.
Simon

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How to store and request a video/audio from specific position

I want to be able to store a video/audio file in the server(doesn't matter how it gets uploaded), then store it(my guess is filesystem is better than db for this) and then when a client request it from a specific place/position(say, from 05:00) be able to return that specific piece of data to the client with some additional buffer(say from 05:00 to 06:00, or by actual size that it requires, I have no idea).
I thought of creating a JSON file instead of the actual video/audio file and place in it pieces of data of that file(blobs?) as value and a position(by seconds or what's better?) as keys. But I'm not sure if this is a good idea or what my alternatives are.
Would love to hear your thoughts and perhaps someone will tell how the big boys are implementing this.
Stack: MySQL/MongoDB, Node.js
Thanks

Methods to extract game data (noted saved game) on steam?

Im pretty new to coding and wanted to start a side project. The project idea is to make a interface to theory craft builds with all the parameters included in the game and have it show the damage output, similar to path of building for path of exile but i want to make it for another game.
However, for path of exile, a lot of the data such as damage numbers, boss defences, formulas, etc are available and released by the devs. Is there a way for me to get this information from the steam files? I intend to do this for lost ark

Most efficient way to build an evoluable world map for an HTML game

I have a multiplayer cooperative game project in mind and my main concern is the game map.
A bit of context
The players interact with a world map. This map is a first pre generated. This map should be tiled based (each tile representing a part of the world). However, the players should have the capacity to change the map (build something here, destroy another thing here). These modifications of the map should be visible for all other players.
Question
What is an efficient way of doing this ?
Classic array stored server side and update this array when a user does an action? Wouldn't it be quite CPU consuming on client side when building the map from that array? (image maps? <map></map>)
Use a game "engine" such as gdevelop or babylonjs?
From my point of view, for me to be able to fully customize my map, the array solution seems an easy way to get it done. But I don't have any experience on this topic.
I have recently hade a look on this map generator and tried to build a map on it (<map></map>), but this does not allow me to customize the map after it has been generated.
I think your best option would be to:
Store the map data in a simple serializable data structure. For example a double array of objects with some integers - a Tile Type enum, a Building Type, state data if you need it, etc. That will allow you to easily serialize and send the data between the server and the clients.
Use a game engine / canvas renderer / webgl renderer to render a view to the client by using the data array. I have experience with PIXI.js (a 2D rendering framework using either WebGL or Canvas) and Phaser (a 2D game engine, build on top of PIXI). So i can recommend you those two if your game is 2D. PIXI is used just for rendering, there is no game logic in it and you will have to implement it. It's good if the game is not that complex or if you want to learn how to do stuff on your own. Phaser on the other hand is a full game engine that has all sorts of game development functionality, but that also means that it's more bloated with things that you might not need.
When a user clicks something send to the server that "user x clicked tile x,y", process the input, edit the main data array and send it back to all clients. You can use Web sockets for that or just plain HTTP requests
Alternatively you can use one of the "big" game engines and just compile it down to js and html from there - Unity, Godot, Cocos creator (in this one you actually write in JS)

opap betting site data url

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Parse JSON in ActionScript 2

My school has a flash document we play across the TV's around the school. It has a schedule and time. It animates to different layouts and is supposed to have weather. It was made ages ago in ActionScript 2. As of now, the weather part doesn't work. It used to pull info in from a weather sevrer out school has, but I can't figure out how to do that. I'm just trying to pull in from Yahoo Weather or forecast.io at this point. They output to JSON but I can not for the life of me find a way to do this in Action Script 2. Does anyone have any advice?
Are you pulling the values directly into Flash or are they being run through an intermediary aspx/PHP page first? If it is going through an intermediary server first, then you can use either of those language's native JSON parsers. Otherwise, you're gonna have to use an AS2 parser, or write your own (fun exercise!!!)