Game Jolt API

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  • He used 39dll for those, Zack. But even so, he was a genius to figure out how to use it. x_x

  • I thought he didn't use a .dll for mubly towers. Oh well, he still was awesome before he left for... Japan. :(

  • Zack, DLL's can be merged with the executable when compiling the game. So even when it looks like there is just the executable, there are still the DLLs inside.

  • Ashley, I know that a lot of creation tools actually can't parse JSON or even XML. Some just have some simple text searching/manipulation functions.

  • CROS, which is why I suggested the simple keypair return type. ;-)

    Last edited on August 5, 2009 - 02:37 PM by Ashley

  • Oh, Legendary, thats why your last few games with online highscores didn't come with a .dll in the .zip, I forgot you can compile them with your game. :P

  • What'd I do is use GET requests. Basically the user types a username and password in and a script sends the name and password to the server. Ex: login.php?name=*username entered*&pass=*password entered* Then the login.php page will take the username/password send a request to a database checking for any matches, if it matches it'll write "Successfuly logged in". if not "Wrong username or password" something like that. The game then gets that message and either sets a global variable to the username if it was successful. Then I basically do the same for scores, I send the score to a page, say score.php?score=123. Then score.php gets the score submits it to the database under the usersname. I could also make it so scores show in-game. So that's basically what happens.

  • Woo! Now were getting somewhere.

  • I do currently have a system with 39dll that could be modified for GJ.

  • Oh shit.. seeing this thread made my day.  I can't wait 'til this is rolled out.

  • Here's an idea I just came up with.  To simplify the GameJolt user's experience in playing downloaded games that are trophy-enabled, I have a solution.

    Consider the problem first: the user downloads and installs a game from GameJolt, then they run it and have to enter their cryptic ID-string into some text field inside the game so that the application knows who (which GameJolt user) is playing the game.  That could be a huge pain for the user, especially since they'll have to do it for every trophy-enabled game they download from GameJolt.

    Alas, the solution:

    The user's ID string is stored in the user's registry.  Something like HKEY_LOCAL_MACHINE\SOFTWARE\GameJolt\userid.  Then, every game can simply query the registry for that user id-- actually, if the API is implemented in a self-contained DLL, then the library code can take care of all that behind the scenes, making both the programmer's job and the user's experience convenient.

    As for installing that information to the registry, this should be equally easy.  A simple download from the GameJolt website, generated automatically to fit the user's username, can be downloaded and run on the user's machine.  I was thinking a tiny installer .exe, but then again, you can just use a registry information file (I can't remember the file extension).

  • NEW IDEA

    I was thinking how it would be possible to get people who don't play their games on the same PC they use for internet (like me) and came up with this:

    The game should make a 'trophy' file on completion of certain tasks, and then you take the file and upload it to GJ, which check the authenticity of the file.

    If the encryption is good enough with enough possible combinations (i'm thinking millions but really bigger isnt a problem in any way) then the website could disallow one after you've used it once. This will prevent people abusing it by giving other people their trophy files.

    This SHOULd be very simple to implement. You could give some pseudo-code to developers to put into their games.

  • Thats interesting, elk..

  • You play your games on computers that don't have access to the internet? How do you download the games, then?

  • Probably download and transfer via flash drive.

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