Game Account Manager with PARSE / Server

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LevelsManager is a Construct 2 & 3 plugin to manage your worlds and levels easily
  • Hi,

    I'm working on a Game Account Manager using PARSE to save the game progress. This allows the players (if the want to register for free) to save their game progress like in-game coins, HighScore etc. on an external server. So the have no progress loss if they re-install the game.

    I'm thinking about to add it to the scirra store. What do you guys think about such a project? Will this be helpful for somebody?

    HTML5 Demo: Demo

    Note: Purge cache and cookies if still the Version "1.0.0.0" is showing.

    I added a demo account. Just click login.

    Screen Shots

    [attachment=2:1y60421s][/attachment:1y60421s]

    [attachment=1:1y60421s][/attachment:1y60421s]

    [attachment=0:1y60421s][/attachment:1y60421s]

    Features

    • Language Chooser
    • Login/Register/Lost Password forms
    • Save/fetch HighScore on/from server
    • Upload/fetch a user image
    • SaveGame Manager
    • Documentation

    Release

    The Game Account Manager will be available in feburary 2015.

    Changelog

    Version 1.1 - 15-02-2015

    • SaveGame Manager (Save and Load SaveGames from the Server)
    • Save, Set & Delete SaveGames from the Server
    • Flags updated (all flags will be included)
    • Documentation
    • Spanish flag (function works, but I'm not able to speak spanish, so it's in english too)
    • Improved fetch and save function for highscore
    • Registration disabled, login with our demo account (user data are stored in the project, so just click login)

    I would be glad to hear some feedback from you, also nice ideas are welcome

  • yes actually i need something like that a cloud service to be linked on:) can u share a capx?:D

  • Hi,

    Thanks for your comment

  • well it wold be awesome if the saving method can be stored on any kind of server only by switching the ip of the server to be linked, like (custom dropbox, or server VPS etc) will be verry simple for people to just swap it and change their data where to be saved online and then just call the info from that. i mena its possible with clay io or was not sure dident checked that for a long time, now i think they are in beta, facebook is ok but a headache , and custom vps well that is for more advanced knowledge, wold be awesome to be set up for simple people:D like new guys. hmm not sure what else could be helpfull right now, its all i can think off:D cause on local is easy to save now with scirra save system/ but it saves all data automatically when u load automatically loads the last screen and all data, will be awesome if only saves the numbers and thats it as json or smth.

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  • It's a huge effort to make a system working like this. That's why I'm using parse. The handle all the server side functions. If you want to use an ordinary server you need SSL protection (for submittnig user data like passwords etc.). You also need server side scripts handling the whole process.

    So it's much easier to use the service provided by parse. The also offer free solutions for starting. Then if your game is successful you can upgrade to handle more users.

    It's also possible to combine it with In-App Purchase, for instance the player has to buy a perk allowing him to store and restore his game progress.

    The point with the save game, the Game Account Manager will use JSON as saving method so you can save certrain values instead of the whole game state (what the savegame function does). Then you can save it to the parse server.

  • AndreasR

    For me this is a perfect solution.

    I strive towards great use of my studio website for my player base.

    Your game account manager can help me with that.

    (All the big service site's like steam etc are great for lots of people.

    The downside is that they grab the attention away from the developers "Studio website" as well.

    Not when a studio is already successful, but lots of indie websites are "just" a picture of a game and a link to other services.)

    For my studio, a part of the focus is to present the players with great quality and functionality on the studio website itself.

    So the professional line between the big ones and the small one starts to disappear.

    Saving game data is a huge part of what i'm trying to achieve.

    So yes i am very interested in the game account manager.

  • AndreasR

    For me this is a perfect solution.

    I strive towards great use of my studio website for my player base.

    Your game account manager can help me with that.

    (All the big service site's like steam etc are great for lots of people.

    The downside is that they grab the attention away from the developers "Studio website" as well.

    Not when a studio is already successful, but lots of indie websites are "just" a picture of a game and a link to other services.)

    For my studio, a part of the focus is to present the players with great quality and functionality on the studio website itself.

    So the professional line between the big ones and the small one starts to disappear.

    Saving game data is a huge part of what i'm trying to achieve.

    So yes i am very interested in the game account manager.

    Hi,

    Awesome I'm glad to hear

    I made some changes and added some new stuff Feel free to check it out and let me know what you think!

    Thanks

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