Is anyone using Clay.IO successfully?

Discussion and feedback on Construct 2

Post » Wed Apr 09, 2014 3:22 pm

Hi there,

I posted a game to be published and it's been pending since March 31st.

Has anyone had luck with taking Clay.IO into mobile wrappers to publish on iOS, Android or WP8?

I tried to email Austin the guy who did the Clay.IO tutorials but those messages strangely sit in my outbox not going to him.

It seems like a great solution but I can't seem to find anyone who has used it.

One of the biggest blocks I ran into was simply how to manage popups.. if a user clicks the X i couldn't see how to capture that action.. and it seemed to be a click through to whatever is behind it which also introduces certain problems with layout, but more importantly if they click X when you want them to do something, it seems like there would be some way to be able to listen to that X being clicked so you can take appropriate next steps to get them back into the game.

Thanks,
Caleb
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Post » Thu Apr 10, 2014 12:36 pm

bump, I really would like to know if anyone (not looking good) is able to use Clay.IO to monitize their free games and that it works on any (or maybe even most) platforms.

like many people I'm interested in multiple platform deployment and having ads, leaderboards, IAP, achievements, etc all in one service that we could wrap into ALL of our games is VERY attractive, but I'm stuck on such basic stuff and waste a lot of time on something that's really a dead end.

I really would love to know that it works and that people are successfully using Clay.IO but it seems like everyone would be using this if it is everything the plugin seems to indicate. Yet it seems like no one is doing anything with it.

Thanks,
Caleb
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Post » Fri Apr 11, 2014 7:43 am

part12studios wrote:One of the biggest blocks I ran into was simply how to manage popups.. if a user clicks the X i couldn't see how to capture that action.. and it seemed to be a click through to whatever is behind it which also introduces certain problems with layout, but more importantly if they click X when you want them to do something, it seems like there would be some way to be able to listen to that X being clicked so you can take appropriate next steps to get them back into the game.


The Clay.io plugin has an expression "ModalIsOpen" which you have to use here.
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Post » Fri Apr 11, 2014 6:47 pm

aaah ok that's cool and i get that. i'll see how that works for me.

so @pixelrebirth have you done much with Clay.IO? What platforms have you taken a game too with it if any?

Thanks!
Caleb
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Post » Fri Apr 11, 2014 7:30 pm

part12studios wrote:so @pixelrebirth have you done much with Clay.IO? What platforms have you taken a game too with it if any?


I'm afraid I kept all my Clay.io games strictly on the web so far. So no, I didn't use Clay.io with any wrapping solutions for Android, iOS or WP8. Sorry, but I can't help you there.
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Post » Mon Jun 02, 2014 5:58 pm

@pixelrebirth hey I was just curious about the expression comment you made before to get modal stuff to work. How exactly would I call on that expression. I'm having trouble figuring out how i would access this by expression..

I've been working on Clay.IO a bunch today and it's going pretty well though I am having some trouble getting it to fire off when certain events happen.. like "fetch achievements". I was wanting to add a "loading" text behind the popup for slower connections so they know something is going on.. but it isn't working for me. I'm wondering if using expressions might give me better results.

Thanks!
Caleb
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Post » Mon Jun 02, 2014 7:57 pm

GABAMOBI
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Post » Tue Jun 03, 2014 2:58 am

very cool, i was able to test a build on android today and that worked.. the login popup was a bit large though and difficult to log into because the password appears behind the keyboard on my Galaxy S4.. will have to install the fb app to see if having that installed makes authenticating easier.

unfortunately with iOS, i'm currently getting a black screen when I load though, but i'm testing out some stuff to see if it's something else causing the hangup.. and it seems that the clay.io plugin is causing the problem. as soon as I removed the clay.io plugin, the app worked again.. Now to try and update the plugin to be 100% sure I have the latest one.

@GoGugutiGames what do you mean by win8 local system? what fails to work exactly? I publish to WIn8/WP8 and 8.1 so I'm definitely interested in knowing why it doesn't jive..
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Post » Tue Jun 03, 2014 3:29 am

@part12studios
the Windows 8.1 is not allowed to make remote requests. The Clay.io depends remote requests to work. I believe there is no way to use Clay.io on Windows 8.1 local system.

Now, about Windows Phone. The Windows Developer store did not allow me to publish a game for Windows Phone with the Windows Phone version greater than 6. Construct 2 only generates the Windows phone 8 version.

A message on the dashboard screen informs you that this is a temporary problem.
GABAMOBI
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Post » Tue Jun 03, 2014 4:24 am

@GoGugutiGames hmmm interesting.. even if you have privacy policy on? I'm surprised it's restricting that.. I'll have to ask my local MS rep what he knows about that when I get to that point

How has your testing on iOS been? When I load a game on my phone it just does splash screen, then all black.. if i then remove the clayio plugin the app loads just fine.. i've emailed clayio support about this because it seems the lockup happens at load time.. before any clayio functions are called.. in the first scene i just have a preload/splash screen with no clayio calls..

dashboard message where? is the message from clayio, C2 or microsoft dev center?

I'm using Ejecta 1.5 as my wrapper for iOS.

Thanks!
Caleb
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