austin's Recent Forum Activity

  • (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.

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  • 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

  • Fail. Fixed.

  • blxz shoot me an email: austinswm@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!

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austin

Member since 11 Jul, 2012

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