There is a gaming cloud backend at
http://www.clanofthecloud.com/I have been told that they will be making a completely free tier price plan very soon.
I have been messing with the API and it's cross platform and works really well.
It allows you to have multiple cross platform leaderboards, achievements, and lots more, etc...
Here is my test code so far to get people started:
http://www.sinistersoft.com/downloads/clan.luaJust add it to your project then exclude it from execution, then include it in your code like this:
require("socket")
local mime=require("mime.core")
require "json"
require "clan" |
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!).
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See: https://github.com/gideros/gideros/issues/50
I copied those two files into my program files/gideros folder and it works great. With Android/iOS, etc there shouldn't be an issue.
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If you login without fb or google then it sets up an anonymous account automatically on their server. If you login to fb, etc later then it will combine the accounts automatically.
I'll carry on with it tomorrow and add commands to get the leaderboards, etc...
With the score command I added you have 3 parameters (score, info and board). With that you can have multiple leaderboards, score is score and info can be used for whatever you like - it's a string.
Leaderboards are created automatically as you make them up. Achievements currently have to be created manually.
It looks like it will be free to use with a max number of pings per second.
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I have some questions if you already know the answers: do I need to install the clan sdk to use their services? How?
Did you have a chance to try their multiplayer api yet?
Thank you
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To use the service just fill in your details on their website, then use the code I made. No need to include anything else. Tested on all current exports inc HTML5.
I haven't tested the multiplayer stuff yet.
Update:
I've just been in touch with them and they should be announcing it next week.
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http://www.clanofthecloud.com/#pricing
"Our Free Plan
An unbeatable offer
$0
free forever
All SDK features"
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After having messed around with their API maybe you know?
So you could show where people crashed in previous games they played, etc
(just tag more information into the score data field)
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http://giderosmobile.com/forum/discussion/5707/what-is-the-largest-number-in-lua/p1
For me, though, saving arbitrary data would be best to keep things scalable (bigger levels, longer ghost races).
Don't get me wrong. The nerd in me likes the idea of using high scores to do something else, and it works great in Scrappy.
ps. I've fired an email to Clan of the Cloud to see if they do support arbitrary data saving and sharing.
@sinistersoft, have you completed your Gideros bridge?
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@vitalitymobile The file I made uses the rest api - so it's completely cross platform already - tested on iOS, Android, Windows and HTML5 exports.
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- Save high score and load top high scores
- Save arbitrary data and load other players data (used to share user-created levels)
Actually, that's a pretty good start.
Ideally these should be possible without a login. If logged in (with Google or iTunes) the name of that login would be used instead of "guest".
http://docs.clanofthecloud.apiary.io/#reference/events/v1gamereventdomaingamerid
So my wonder is: With that loop, maybe they will block main GUI thread (cause lag game), and will be battery killer.
Did you try real time feature? Would you please implement send and receive event in api and have simple example about that?
The GET request is left in standby until some evnts occurs or the timeout is reached. During this time, no network traffic occur and the main loop isn't affected.
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@hgy29 - can I have multiple gets running - can I set the timeout to until the program ends or a message is received?
@totebo - I've had a word with them about 'retro high scores' where you can have a high score list with no login - just leaderboard, score, name, data ... it will be discussed at their next meeting I think. This type of leaderboard would be ideal I think for multiplayer retro style games where one person can dominate the high score list. The leaderboard would have a limit, eg the top 100 or something.
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1. Each player gets assigned a "unique" id (probably using the device time and a randomized number) even if they're offline. Maybe use phone id if possible.
2. This id is is used for all saves to COTC, with the username "guest".
3. If they sign in with iTunes or Google future saves will use that username
btw, this is only a problem if you have multiple players on one machine. If you have multiple machines playing the game, each can sign into cotc and submit their own score to the leaderboard - all this is already in the code that I have written already.
What I have suggested to cotc is to make a another type of high score table that operates like the old 'classic' type of high score table (rather than a leaderboard) - so the same player can have multiple entries on the same table without a need to actually log in.
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