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Found 8 results

  1. Hello guys, So, I'm trying to implement the Google Play Services inside my game for the players challenge their friends with leaderboards scores and achievements. As I'm using Cordova, I have two ways: plugins or javascript libs. The first one is really old and limited, besides it not work well. And in the other hand we have the JS library of Google Web (REST) that you can find here https://developers.google.com/api-client-library/javascript/start/start-js and here https://developers.google.com/games/services/web/clientsetup. So, I'd tested both and the second is more interesting and complete than the first one. However, I can't load the OAuth2 to start using the REST calls and complete my game logic. Reading about this, I discovered that the webview don't save cookies, and when I have not set the parameter cookie_policy to "none" I get this error: And, when I set cookie_policy to "none", I have this error: I already have setup the lib in index.html <!-- google play games service api --> <script src="https://apis.google.com/js/client.js"></script> And in my MainMenu state, I'm doing the SignIn tests using this code: // google play sign in if (gapi) { console.log('GAPI is loaded'); gapi.client.setApiKey('<api_key>'); gapi.load('client:auth2', function () { gapi.auth2.init({ client_id: '<client_id>', cookie_policy: 'none', scope: 'https://www.googleapis.com/auth/games' }).then(function () { console.log('auth2 success'); }); }); } else { console.error('GAPI is not loaded'); } I would like to know if anyone knows about how to implement GPGS using Cordova?! I'd like to understand what I'm doing wrong! Any help will be great! Thank you!
  2. Hi everyone, I just posted my last game, Gore San Fermin, on Facebook and on Gamejolt. I don´t know if you guys know the San Fermin, that spanish bull running thing... well, this is an "alternative" versión, you´re the bull and you´ve to kill/destroy everyone The idea was to post it only on Facebook, but it seems that there´s a bug with Facebook and Canvas games and the link gives an error on mobile browsers, not my fault, it´s on the Facebook side (and if someone can help with this, it´ll be really appreciated). I wanted to test some Firebase stuff, leaderboards and login and seems to be working pretty well, the code is not ofuscated so if you wanna check it, just do it. Let me know whatever you want about the game. Thanks.
  3. htmlhigh5

    Punt Hooligan

    Punt Hooligan is out today! The game is very simple. Kick the ball as far as you can to collect coins! You can spend the coins in the store to buy sweet hats, new balls, and even some terrain modifications to boost your distance. Aim for the highest score! Also for you pro MLG gamers out there you can press the MLG button on the bottom right to enter MLG Hardcore 1337 MODE Let the Doritos and Mountain Dew flow through your veins. Hope you enjoy! Play Here: Punt Hooligan Thanks, hope you enjoy!
  4. htmlhigh5

    Gladiator

    In Gladiator you have been abandoned by everyone you've ever known and thrown into the dangerous gladiator arena. Fight against strange creatures with your sword and various traps to earn the respect of the crowd and the ultimate glory will be yours! This game took me about a week to create. There are three tiers of enemies and about 15 waves. The more enemies you destroy the higher your score, keep playing until your run out of lives. If you create an account you can win the bronze, silver, and gold trophies and have your name in the global leader-boards. I hope you enjoy the game and I would love to hear your comments / criticisms. If you do enjoy it feel free to click the share button on the page, it helps a lot! PLAY HERE: GLADIATOR
  5. Hello Everyone ! We are launching GameZyme's closed beta; we provide a wide array of services from an unified crossplatform api and backend; user authentication (social login, or email + password), player saves, global and social leaderboards, a domain whitelist to protect yourself from pirate portals, the ability to define game variables and retrieve them from the server (for example, this would allow you to change the amount of "player lives" across platforms, without pushing new binaries to the appstore/google play). The platform will have no cost for beta users until November 2016 (after that, we will move to a pricing structure similar to Digital Ocean's), the idea is to polish our current features, and develop features that you need. If you are interested, request beta access here: http://www.gamezyme.com/#request Also, you can download our Javascript SDK from Github: https://github.com/GameZyme/js-sdk GameZyme Javascript SDK Initialize To use GameZyme, you must have an account (sign in here), and a game set up on the dashboard. Then you just need to add the SDK and your game's public key to your HTML. You can get your game's public key in the Settings - Basic section of our dashboard. Example <head> <!-- Host it locally --> <script src="/js/gz.min.js"></script> <!-- Or Get it from an external source --> <!-- <script src="https://rawgit.com/GameZyme/js_plugin/master/dist/gz.min.js"></script> --> <script> var publicKey = "<YOUR GAME'S PUBLIC KEY>"; Gamezyme.init(publicKey, function(result) { // Connection suceeded console.log("Connected and ready!"); }, function(error) { // Something went wrong console.log("Something went wrong! \n" + "Error detail: " + error); }); </script> </head> Game Using the GameZyme's dashboard you can set variables that can be retrieved from your game in the Properties - Gamevars section. .getAllVars(callback) Retrieve all game variables set in GameZyme's dashboard. Example var gameVars = {}; Gamezyme.game.getAllVars(function(response) { gameVars = response.result; }); .getVar(key, callback) Retrieve a single variable set in GameZyme's dashboard. Example var key = "boss01_health"; var value; Gamezyme.game.getVar(key, function(response){ if (typeof response.error == 'undefined') { value = response.result; } }); Server .ping(callback) Get server Status Example Gamezyme.server.ping(function(response) { if (typeof response.error == 'undefined') { // everything's fine } }); Player These methods are related to the player's information. Here you can login, logout, save player data, among others. .forgotPassword(email, callback) Send an email to the player with the steps to recover his/her password. Example var email = "email@example.com"; Gamezyme.player.forgotPassword(email, function(response) { if(response.result === "success") { //Email sent console.log("Check your email to recover your password"); } }); .getData(callback) Gets the player's peristed game data Example var playerData = {}; Gamezyme.player.getData(function(result){ if(result.status === 'success') { // Successfully retrieved data console.log('Data retrieved'); playerData = result.response; } }); isLoggedIn(callback) Check if the player is already logged in Example Gamezyme.player.isLoggedIn(function(result) { if(result.response === true) { // This means the player ir already logged in console.log('Player already logged in'); } }); localLogin(email, password, callback) If a player has an account, use this function to login into your game. Parameters email and password must be Strings. Example var email = 'foo@bar.io'; var password = 'foobar'; Gamezyme.player.localLogin(email, password, function(result) { var error = result.error; if (error) { // Maybe there's an error with his email or password console.log(error.message); } else { // Player logged in successfully console.log(result.response); } }); .localSignUp(email, password, name, callback) Use this function to register a player with an email, a password and his/her name. All these parameters must be String Example var email = 'foo@bar.io'; var password = 'foobar'; var name = 'Scott C. Alves'; Gamezyme.player.localSignUp(email, password, name, function(result) { var error = result.error; if (error) { // Probably the player exists console.log(error.message); } else { // Player signed up successfully console.log(result.response); } }); .logout(callback) Use this method to logout the player. Example Gamezyme.player.logout(function(result){ if(result.status === 'success') { // Player logged out console.log('Player logged out'); } }); .me(callback) Retrieve information about the player. Example var player = {}; Gamezyme.player.me(function(result){ if(result.status === 'success') { // Successfully player info retrieved console.log('Player info retrieved'); player = result.response // Player's email console.log(player.email); // Player's identifier console.log(player.identifier); // Player's name console.log(player.name); // Player's typeIdentifier (local sign-up or facebook) console.log(player.typeIdentifier); // Player's profile picture (Only available if the player's typeIdentifier is "facebook") console.log(player.urlProfilePicture); } }); .openPopupLoginFacebook(callback) Open popup for Facebook login Example var btnLoginFacebook = document.getElementsById("fb-login"); btnLoginFacebook.onclick = function(e) { Gamezyme.player.openPopupLoginFacebook(function(result) { var error = result.error; if (error) { console.log(error.message); } else { console.log(result.response); } }); } .saveData(callback) Persist the player's game data Example var data = { currentLevel: 5, money: 3200, score: 5000, }; Gamezyme.player.saveData(data, function(result){ if(result.status === 'success' && result.response === true) { // Data saved successfully console.log('Data saved'); } }); Leaderboard In GameZyme we handle 2 type of crossplatform leaderboards: Global leaderboard and Friends leaderboard. Using these methods you can show both leaderboards. .getFriends(options, callback) Get the player's friends leaderboard (currently we only support Facebook friends) Example var options = { order: 'DESC' // This accepts only 2 strings: 'DESC' and 'ASC' }; Gamezyme.leaderboard.getFriends(options, function(result){ if(result.status === 'success') { // List retrieved successfully console.log(result.response); } }); .getGlobal(options, callback) Gets all players leaderboard Example var options = { limit: 10, order: 'DESC' // This accepts only 2 strings: 'DESC' and 'ASC' }; Gamezyme.leaderboard.getGlobal(options, function(result){ if(result.status === 'success') { // List retrieved successfully console.log(result.response); } });
  6. Hi there, usually I handle my leaderboards in games with different DOM elements to work with them easily as native elements in smartphones and tablets (creating them with cocoonJS and webview+) Now I have a game that requires more CPU time so I have to use canvas+ but the problem begins with the leaderboards. As I can´t use DOM elements with canvas+, I need to work with them "inside" the proper canvas, but... how do I creat an input field here? Ho do you guys handle this?
  7. SeanEBaby

    Waltonia: A Darwin Sandbox

    Waltonia: A Darwin Sandbox http://waltonia.co.uk Waltonia is a simulation of an evolving ecosystem, which you create. You can populate the world with species of plants, herbivores and carnivores. These can either be of your design or just randomly created. Once in the world you lose control of them, they will breed, interact and evolve. Your world isn't isolated because every so often creatures will migrate between players worlds, maybe carrying player designed diseases or pollen from genetically modified plants. Features Fully modelled genetics which feeds in to the look and colour of the creaturesA climate model which includes a fully realised fluids model which controls the oceans, which in turn feed your plantsAsynchronous multiplayer where your creatures travel through other players worldsA gallery to share and compare your worlds with other playersAn XP levelling system (with leaderboards) to unlock powerful abilities to have more control over your worldThis is the first time I've done anything on the web related or made a game at all. I've got a small community of players and have been continuously updating the game for a few months now. I spend a lot of my free time working on this and would love any feedback. In the future I'm planning to add achievements and a more, well lets say aggressive, multiplayer element.
  8. austin

    Clay.io (Distribution & Tools)

    Figured this would be a good place to post this. I'm one of the co-founders of Clay.io, a platform for HTML5 games. We primarily help with two things for developers: Distribution In addition to our own marketplace, we also make it much easier to get your games on many other marketplaces with much less effort. Each marketplace has its own requirements (SSL for Facebook, manifest files for the Windows App Store, Chrome Web Store, Mozilla Marketplace) - all of which Clay.io takes care of for you. We'll even tell you which marketplace is performing best for your games. Documentation can be found here. High Level Features Our API makes it easy to implement tedious features of game development, leaving you more time to focus on the game itself. These include: User Accounts Leaderboards Achievements In-game Payments Posting to Facebook/Twitter (and inviting Facebook friends) Analytics Persistent Data Storage Screenshots Multiplayer Rooms Each can be done with just a few lines of JavaScript - you can have a look at the sandbox here. The marketplace and API aren't tied to each other, so you can use the marketplace without using our API, and you can use our API without our marketplace. We're always looking to improve, so let us know what you would like to see us do! My email is austin@clay.io