austin's Forum Posts

  • Whoops, console shouldn't have been called in IE9, should be good now (at least, it was in the simple test I just ran). No need to update the plugin, that's all code on our server.

  • Spoke with Ludei's support and they said they don't support the Android Emulator so I'll have to get my hands on an Android device

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  • I tried out the API in the Ripple Emulator for Playbook and it works properly. Could you take a screenshot for me? Does it load when not trying it through the emulator?

  • As for an update on CocoonJS, I got it setup in the emulator but the launcher keeps crashing on me on several versions of Android. Going to try and reinstall the Android SDK and hopefully I'll be able to get the launcher up and running

  • 0plus1 is the game key set now?

  • I wasn't able to test CocoonJS with C2 before today as I didn't have a C2 license (which you need to export to CocoonJS). Now however I'm able to test it, so I'll try it out with the Android emulator and get it working properly

  • mutuware right now there isn't a good sample capx to work with. I just uploaded this that has a few of the basic things in it - hopefully that helps.

    0plus1 I made a change that might get rid of that error. Let me know if it doesn't (and if it doesn't, what browser are you using?)

  • For the free demo and full blown game, I'd use a combination of Player.purchaseGame (docs here) and Player.hasInstalled to check if they've purchased it (if they have, allow access to the full game). Note that this isn't currently in the C2 plugin, shoot me an email or PM when you need it and I'll get it implemented (otherwise it'll just be in the next release of the plugin)

    For DLC, you would create items that can be purchased via the Payments API (this is already integrated into the plugin). You can see documentation here and here.

  • hyem shoot me an email or PM if you have any other questions - austinrpu@clay.io

    Wink, thanks for the mention!

  • Wink there is no maximum set on our end - if you're talking about the number per room, you can set that in the game settings.

    0plus1 which native solution are you planning to use? We've had a few developers integrate it into 'native' games, but I don't believe they're on the app store yet. The API won't request login if there is no internet connection because...well...the API won't be able to load. Right now it's on the developer to check if there's an internet connection and choose to load or not load the API based on that.

    If you download the API and include it in your game files, there's already some code that makes sure it can connect to our server and fails gracefully if there's not. If you run into any issues with it though, let me know and I'll get things fixed right away.

    For the console.log thing, those all run through a Clay.log method that logs to the console if the object exists and doesn't do anything if it doesn't, so that shouldn't be an issue.

    I don't get the unsafe access message when I try out the API & login modal aside from Facebook (screenshot). Could you expand the message and let me know which method it's coming from? All the cross domain stuff should work just fine, so it's still usable on a native app.

  • Weird. Looking into it

  • That's odd that it works in the emulator :/ I made one minor change that *might* fix things but I really doubt it.

    Does clicking other items in the API work? For example, if it's the login modal, does the login button work? Or the Clay.io link?

  • Wronghands - have you tried downloading this file and packaging that in the game?

    I do know that Clay.io can play nicely with CocoonJS as I've spoken with someone who was able to do it successfully

  • Just got back from vacation last night - I'll look into CocoonJS integration and see why that's happening for you.

  • if you're talking about the facebook post API, then it shouldn't ask you for Facebook permissions again, but if you're talking about putting your game on Facebook and linking achievements it will (because it is asking for permission to your Facebook App specifically so it can associate the achievements with the game).

    Epox I can when I get back from vacation. At first glance, (it's probably just a typo on here) but did you try hhtp://clay.io/api.js or clay.io/api/api.js