austin's Recent Forum Activity

  • 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

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  • 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

  • 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.

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austin

Member since 11 Jul, 2012

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