austin's Forum Posts

  • I'll have to come up with some variation of that target platform for those features, though it won't be for a little while. I'm leaving Saturday morning for a vacation through the 12th, and my plan is to not work during that period.

    If you have any issues or questions until then, you can shoot them to contactcvs@clay.io

    For now you can see the difference in the "Play Views" stat and "Views" stat - "Play Views" are only logged when it's played from Clay.io, and "Veiws" are logged each time the API is loaded. I've wanted to make some big improvements to the analytics portion for a while now, but with the long list of other things that need to be done, I can't say for sure when that will be.

    We realize we need money to keep things going, so that is a big focus of ours moving forward, whether it be from investment or, more preferably, revenue.

  • Try now. It wasn't calling it when you closed because you were already logged in (either into Clay.io, or as 'Anonymous' from clicking the close icon once before). I changed it up so it always calls it, even if you're logged in and try re-logging in, so it should work for you now.

    The Facebook button should show up as "Login with Facebook" now

  • jwilburn To answer some of your questions:

    How often do people purchase web games? I never have. I don't know anyone who has.

    It's not a common thing at all right now, but that's mostly because there was never an 'app store' for web games in the past - people are used to them being free. The more common model is definitely in-app purchases, but you already said that won't work for your games, and I understand.

    To make $1-$5 games more of a norm (like it is on mobile devices) the process has to be dead-simple (similar to Amazon's 1-click checkout...which is patented, so we can't get that simple). If I had to go through a four step process, or even have to deal with going through PayPal for a $1 game, I'm a lot less likely to purchase it. This is where we can come in and provide as close to a 1-click experience as possible (without violating the patent) for Credit/Debit card transactions to hopefully make paid games a bit more common.

    Say I just created a new game and put it on Clay.io. How much exposure is my game getting? How does that compare to Chrome Store? What's the benefit for me as a developer to sell through Clay.io over Chrome Store? when Chrome Store is likely getting 100x the exposure for my games?

    The Chrome Web store certainly has more exposure overall - if they feature your game at the top of their store, it will get more downloads/purchases than if we were to do that no doubt (at this point in time). However, according to this there are 44,000+ apps, so a lot of games aren't going to be noticed much.

    The exposure on Clay.io is more targeted (people actually looking for games) and not as diluted (far fewer games available to play). Of course, we are still growing to, and are putting a lot of effort into the growth of the site.

    You're not restricted to selling your game in *just* Clay.io, or *just* the Chrome Web Store. Feel free to put it up in both.

    How do I secure my web game? What's to keep people from stealing the code / assets and re-releasing it with a few tweaks?

    The obfuscation and minification is enough to halt that some (they'll be able to un-minify, but all the variable names won't make sense, there won't be comments, etc). The big thing is having a backend for your game. They won't be able to steal that, thus the code won't be complete. The same can be done for Flash games, but I haven't seen any blatant copies of, say, Farmville tossed up on somewhere.

    I think it's probably a bit unrealistic to expect my situation to be unique considering the amount of discussion on this site regarding CocoonJS, Awesomium, and other export options.

    What I think would be unique is the fact that you're not planning on a web release of your game at all (which I do understand in your case).

    As for the rest of your comments, I'll keep it in mind and discuss it with my co-founder and advisory board but like I said before, I'm not a big fan of a model where developers have to pay for 'features' even if there game isn't successful. There are other means of revenue down the line like an Ad API or charging for premier placement in the store.

    Zanuff - $0 items can't be purchased, so that error message should show, but the other text (awaiting response from paypal) shouldn't have been. That's fixed. The API has just been tested by myself - it's not currently used in any of our games, so there might still be some bugs here and there. If you find any, let me know and I will get them resolved ASAP.

  • (updated)

    1) Have you tried "On Login (From prompt action)"? That should be triggered when the close button is clicked to, because that's when we log the user in as "Anonymous".

    2) Is your browser blocking a popup?

    3) Here's a zip with vectors of our logos if you want something scalable). From my other post: logo for dark background or logo for light background

  • Is there a reason why you're not looking to the web at all and strictly focusing on mobile app stores?

    We don't really see that being the norm, so if we lose some money on your game, so be it - I can assure you we're not going to can your game just because we're not making money on it. There's not much we can do right now for apps in the iOS and Google Play stores, they are pretty restrictive as you're aware, and charging extra on the already high 30% isn't something we want to do. We're also not big fans of a recurring monthly pricing structure, that just doesn't work for successful platforms.

    I'd definitely recommend developing for the web as well (even if it's just the mobile web - Mobile Safari's performance is nowhere near as bad as it used to be in iOS4)

    As for the networking services we provide, it's pretty basic - just grouping players together for you, not the full shebang for a backend (back and forth communication). We are planning on a messaging API (for communication between players), but this will be limited and is more for turn-based games rather than real-time multiplayer.

  • Part of that relies on us heavily promoting our platform and having consumers buy your game through our own marketplace rather than the others you listed (which is something you would likely prefer to, as it's a 20% cut vs 30%). As for the API, you might choose to do in-game transactions (buying a new level pack for example), which we would take a cut on (aside from games in the iOS App Store & on Facebook).

    A game that has 2 million users is also great for our brand name ("Hey, look who is using us", and the links to Clay.io in the API).

    Hope that clears it up some.

  • 1) will do, 2) I'll have a look when I get home, 3) logo for dark background or logo for light background

    jwilburn with the .exe, the Clay.io API (and payments) will still work since it's just a Chromium wrapper. For mobile app stores, we have it on our todo list to integrate Apple's in-app purchases in some format, otherwise it's against their terms to use another payment method (assuming you're going through the App Store rather than Safari). Once we get that in place we might be forced to up the fee to 30% for payments using that. As for Android, I'm not sure they have as strict of policies about 3rd party payment systems.

  • It runs on Chromium/WebKit, so it should :)

  • Updated the plugin once more with the ability to fetch the items a user owns. I realized it's sort of necessary if you're going to do in-game transactions. You can fetch all the items they've purchased any time they're playing your game. Say they purchased a level pack, you can detect that, and let them play those extra levels.

  • Yep, just a bit of CSS will do the trick

  • 1) Uncheck this box in your game's settings - then you can call up the login window with the action "Prompt Login" (I just updated the plugin with that action, as well as a condition for when they successfully login after you prompt, and an expression on if they're logged in or not)

    <img src="http://new.tinygrab.com/a160021eefafcbc8841cce3c4dd8f0082d42db8341.png" border="0" />

    2) They're automatically synced. They're also synced if they haven't joined Clay.io and join later.

    mmarcati

    Leaderboards do not work offline - I suppose it's possible, but I can't say it will be implemented any time soon (so many other things to do, and we're a very small team). For it to work, you would have to include socket.io and our API (downloaded) in your project files, and we'd store the scores in localstorage until a connection is found.

    It should be using your Clay.io login (perhaps it uses the same gravatar image which is why you thought it was your Scirra login?) - you can test it by opening an incognito window and trying again (if you're using Chrome)

    megatronx

    Yep, the API will work on Chrome's Web Store

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  • Fail. Fixed.

  • blxz shoot me an email: austinial@clay.io

  • Keeps getting better and better! Aren't turtles faster in water than on land? ;) Swimming felt a bit sluggish to me relative to the other action.

    Toxic waste powerups sounds pretty sweet - perhaps they would make the turtle turn glowing green and cause AOE damage to enemies while he's kung-fu-fighting them?

  • Massive update to the plugin: get it here.

    Included are:

    * Payments

    * Data Storage

    * Multiplayer Rooms

    * Encryption

    Since it is a big update, it might have some bugs here and there. If you find any, let me know and I'll get it fixed ASAP!