[PLUGIN] Clay.io (leaderboards & achievements)

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Post » Mon Jul 30, 2012 7:03 pm

@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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Post » Mon Jul 30, 2012 8:13 pm

Ok, thank you for this. I sent you a pm. Gonna make some experiments. :D

Edit: I don't know if it helps but the version i'm using is VERSION 0.2.0. Zanuff2012-07-31 14:55:31
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Post » Wed Aug 01, 2012 2:05 pm

Austin, I tested using the condition "On Login" for restoring the user's mouse control. It worked fine, however if the user closes the window by clicking the "X" on the top right corner, the condition is not completed.

*edit* Typing a name also works!


*edit2* I also noticed that, upon allowing Clay.io to post on your behalf on facebook, the button is labeled "Play Game". It sounded a little weird :Pgammabeam2012-08-01 14:27:46
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Post » Wed Aug 01, 2012 10:56 pm

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
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Post » Thu Aug 02, 2012 9:22 am

@austin One thing I ran into is that I have my game in Chrome WS aqnd in Clay.io, but unfortunately I have no idea, how much Views/Plays are coming from CWS and how much from Clay.io.

I really would like to keep the game use only one "game profile" not one profile for all platforms in Clay.io, and keep the Leaderboards centralised.

I do publish to Clay.io, ChromeWS, and to my self website now, but plan to push out to other gaming websites and Android, probably iOS in the future...

It could be very useful to have something that may let me know what platforms works best, have separate views/plays stats for them.

My only idea is to have a global variable stores the "Target platform" what I can change when exporting to a specific platform. It could be very helpful to have a Clay.io setting to set on game start, what stores and sends the platform info with every log.

This "Platform variable" is an unavoidable, cause for example if place a "Rate this app" button in my app, in CWS publish it needs to send the user to CWS Ratings/Comments page, but if Clay.io publish, it needs to use the Rating function of CIO.

Do you plan to handle platform diversity in this way, or do you have any other solution for that?

About @jwilburn 's question:
I use the Playtomic stat service in paralall with Clay.io for the time being. This guys have a great builded system with lots of features, but now are in a business dead end with minimal income and really huge server load.
I think that the only thing jwilburn want be sure is if you will have the same server load (I read about 500 000 concurrent connections) You will have the server to handle it.

There are lot of possibilities from % of payment trought monthly fee and usage-based fee to Kickstarter... And there are several users who care about you, and want you to be success! :)
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Post » Thu Aug 02, 2012 11:00 am

Worked like a charm, Austin!
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Post » Thu Aug 02, 2012 4:19 pm

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 contact@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.
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Post » Thu Aug 02, 2012 5:42 pm

[QUOTE=austin]
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.[/QUOTE]

Oh Man. Clay.IO must keep going. It should not be stopped. Please Austin, make a Monthly Subscription Fees or something.. Even KickStarter. Clay.io its very promising and I would hate to see it ends like Playtomic.

Anyways, thank you for your hard work and have a good rest.
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Post » Fri Aug 03, 2012 7:57 am

[QUOTE=austin]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.[/QUOTE]

Great, this is enough this time... I see that the analytics rewrite is a huge work, it may change everything if you implement platform as a filter for every metric.

Have a nice vacation!
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Post » Tue Aug 07, 2012 9:01 pm

Hey, if you log in using facebook with Clay.io, can I use the facebook plugin without logging in a second time?
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