austin's Forum Posts

  • We just released our persistent data storage feature (for things like game saves that aren't restricted to localstorage). Read the blog post here.

    I'm finishing up the payment, rooms, and encryption implementation for the plugin, and I'll add this new data storage feature to the mix. This is turning out to be a big new version of the plugin :)

    It will hopefully be done by Friday

  • We're working on a data storage feature (you'll be able to store JSON on our servers). I can't give you a good estimate of when that will be done however.

  • I'll try to get that in with the next release (along with include payments and multiplayer rooms).

    It does require some sort of backend though, so with the current set of Construct 2 plugins, that'll probably end up being AJAX for most people. The big thing encryption prevents is the falsified leaderboard scores. However, a simple implementation of a backend isn't really going to do the trick - if you send the score over via AJAX to encrypt it, then send the encrypted object to Clay.io, the user can still fake sending a higher score over via AJAX. The best way to do it is keep track of the score with server-side logic, and verify what the client is sending is legitimate :)

    There are some interesting use cases for this. For example, in Word Wars, we generate the 4x4 board on the server, then run through all possible combinations of words - each possible word is hashed, then sent to the client along with a unique salt for each game.

    The client then hashes each word that is typed, and checks it against the array of hashes to see if it's a match, then updates the score for the client to see (so they know it was a valid word).

    At the end of the game, the list of non-hashed words the user came up with is passed to the server, and the server checks those against the list of all possible words and generates a score from that (the scoring algorithm is the same as the client side, so the scores will be the same).

    So basically my point is, it takes a bit of extra work to completely stop faked scores, but it's definitely not impossible with JavaScript :)

  • Fantastic!

  • Heh, thanks <img src="smileys/smiley1.gif" border="0" align="middle" />

  • I'm really not sure what the deal with the missing actions and hovering over makes them show issue...I'll get in touch with Ashley on that.

    Fixed the issue on the "leaderboard show" options not opening up for you

    For the no names and 0's for scores, you need to add the loopindex parameter to each like:

    <img src="http://new.tinygrab.com/a160021eef18fed299876ba328d3c7b33810a8050a.png" border="0">

    I think that resolves everything you mentioned.

    Be sure to download the new plugin first: http://clay.io/docs/scirra

  • Issues fixed (check your email)

  • Yeah that's not too big of a priority right now :)

    I have a confirm box in place for clearing the scores, so it's not too easy to do accidentally (though not as good as what MailChimp has). That's not a huge priority now either.

    I'd better get to integrating Multiplayer Rooms & Payments before the mob comes after me ;)

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  • If you reset again it should clear the stats as well now

    The fetch leaderboard action shouldn't be in the for loop (and should show up without it being in one). Here's what my setup looked like (obviously just for testing purposes, what this spits out isn't pretty at all):

    <img src="http://new.tinygrab.com/a160021eef07004174ed1c3e3a938d5d09b36ebd54.png" border="0" />

  • Added that feature for leaderboards ("Fetch"). Basically you call fetch, it stores the data in an expression, so use the fetch completed condition and another condition that is a loop from 0 to Clayio.LeaderboardScoreCount. Then with that, you can use the expressions Clayio.LeaderboardScore and Clayio.LeaderboardName passing loopindex as the parameter, so: Clayio.LeaderboardScore(loopindex)

    Hope that makes sense, if not, the docs on it are here

    Right now it caches the list of available stats for a day which is my guess why they didn't show up. I need to find a better way to do that, but I cleared it for you (so it'll show up now)

    Changed "Plays" to be "Views" to be more clear.

    Thanks for all the feedback!

  • Haven't begun yet ;) Sending you a PM

  • If you run your game in debug mode, you can delete entries right from the leaderboard (you of course will need to be logged into Clay.io as the admin for the game).

    <img src="http://new.tinygrab.com/a160021eef92d64723b0832c8e8f601e80131dbef9.png" border="0" />

  • Not at the moment, but soon :)

  • Word Wars, Slime Volley, Fire Nano, and Shapeshifter are a few games using the API

  • Just finished up 2 tutorials for Clay.io & Construct 2:

    API Integration

    Publishing to Clay.io