GMechanism API!!!

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  • Luke Escude!

    "GMechanism API Extension
    The GMechanism API is in the form of a Game Maker extension package, and allows you, the developer, to add advanced online functionality like highscores, achievements, private and public chat systems, online INI, user profile read/write, user accounts, etc. GMechanism has its own secure database which is what it connects to, and stores user accounts. (but user accounts are not necessary - just good for data storage). So, you can have your own user account/highscore management system in your own game, without a server!

    NOTE: Make sure to download the proper extension package for your version of Game Maker (Studio/HTML5, 8.1, 8.0, etc)

    Another note: The only features of the API that require the user to have an account are Achievements and the buddy list.

    GMechanism Developer Portal
    As the developer, you can view statistics about your game through the Developer Portal. From there, you set your achievements, reset and delete highscore table entries, view how many times your game has been played, manage your online INI, etc. This same application will also host the GMarket, where developers and creators can upload their creations and make money by selling them! The portal is access through the GMechanism application, which can be downloaded in the following list of downloads.

    Downloads

    GMechanism Application: http://www.lukeescud.../GMechanism.exe

    GMech API (GM 8): http://www.lukeescude.com/GMechAPI.zip

    GMech API (GM 8.1): http://www.lukeescud.../GMechAPI81.zip

    GMech API (GM Studio:Windows/HTML5): http://www.lukeescud...hAPI-Studio.zip

    GMech Demo Video: http://www.youtube.c...h?v=A7KCT0kKe7U

    Some API Features
    - Submit and display online highscores (and reversed scoreboards)
    - Sign in to user's GMechanism account, if they have one
    - Display the user's buddy list (Not in Studio yet)
    - Private chats (Not in Studio yet)
    - Online Achievements
    - Find out people playing your game
    - How many times your game's been played
    - Public and private IP information
    - Online INI hosting
    - Online in-game chat engine (Not in Studio yet)
    - Encrypted unhackable LOCAL-ONLY variables

    Future API Features
    - MMORPG Functions
    - Shared Variables
    - Game Licensing
    - Auto Updater
    - In-Game Purchases

    API Ports and Progress
    GM 7 - Not supported :(
    GM 8 - RELEASED
    GM 8.1 - RELEASED
    GM Studio Windows - RELEASED
    GM Studio HTML5 - RELEASED
    GM Studio Mac - Waiting for Studio to support extensions for this export module
    GM Studio iOS - Waiting for Studio to support extensions for this export module
    GM Studio Android - Waiting for Studio to support extensions for this export module

    Server Statistics
    Registered users: 2300+
    GMechanism enabled games: 160+ "

    Last edited on July 29, 2012 - 12:45 PM by SomeKid

  • " Encrypted unhackable LOCAL-ONLY variables"

    How do these work?

  • Those are variables that have several functions in place to prevent hackers from taking/setting their values (like a score).

    1. The variable names are severely messed up and obfuscated

    2. An algorithm is downloaded from the server  (randomly generated every day) to encrypt/decrypt the values of the variables

    3. A copy of that variable exists on the server, so when you fetch the value, it asynchronously checks with the server to make sure the value is correct. 


    The next API release for 8.0 and 8.1 will be completely re-engineered with the same PHP backend the Studio API has, so it'll make encrypted variables completely server-side.

  • FatalSleep, please do not spam.  If there is a change that you wish to make to your post, please use the "edit" button instead of replying to the topic when you have changes.

    Thank You

  • "Those are variables that have several functions in place to prevent hackers from taking/setting their values (like a score)."

    Okay but... by nature of the fact that they're on the client, they're neither unhackable or really encrypted. It would be trivial for anyone to pull the information from these variables. Moving them to the server is a good call (but adds a heap of other security gotchas)

  • Well, I'm always open to suggestions!

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