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Boris van Schooten

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  1. @BdR, It's not compiled no, though that is my approach in the original JGame project. It uses my homebrew HTML5 renderer gles.js, which I developed with the goal of being smaller, faster, and smoother than the usual renderers. So far, it's done a pretty good job. This renderer is not yet available to the public but I hope to release it next week, as I will have more time to add stuff like docs appropriate to the target audience.
  2. @cheesepencil: I fixed the music toggle bug. Thanks again for reporting it! I could not reproduce the sound toggle bug though. @MesmerismJS: Thanks for the feedback! I am using conventional controls. What controls do you refer to: mouse, multitouch, or gamepad? Do you have a suggestion for improvement? About gles.js: It's not been released yet. I want to fix some small things, so that it's actually useful to others. In particular support for phaser style bitmap fonts. What toolkit are you using?
  3. Hi @cheesepencil, Thanks for the feedback! Could you tell me what browser + version you are using?
  4. Super Pyro Runner is an open source endless runner with emphasis on shooting (yeah!). It started as a tile engine test for my new 2D game engine/framework jgame.js, but it got a little out of hand. This is also my first source release of jgame.js, which is a revised port of JGame. Note that most of the game's graphics are procedurally generated. Play the game here. Get the Android version on Google Play (based on gles.js). Get the source here. UPDATE: it's now on the Ouya appstore as well.
  5. I now got a partial implementation for Ouya, enough to purchase entitlements. I put the API under window.navigator.paymentSystem. Yes, my WebGL implementation checks for Ouya hardware to determine system type (currently either ouya or none). If it's not available, a piece of JS code can detect other payment systems (such as clay.io). The code in my game now looks something like this: // init if (window.navigator.paymentSystem && window.navigator.paymentSystem.getType()=="ouya") { window.navigator.paymentSystem.init(ouya_developer_id); } // call this at your paywall or for showing your "play full game" button in the main menu if (window.navigator.paymentSystem && window.navigator.paymentSystem.getType()=="ouya") { if (window.navigator.paymentSystem.checkReceipt("full_game_purchased")) { //give access to full game } } // call this when users clicks buy if (window.navigator.paymentSystem && window.navigator.paymentSystem.getType()=="ouya") { window.navigator.paymentSystem.requestPayment("full_game_purchased"); }
  6. I am working on WebGL for Android/Ouya, and I wonder if it would be nice to have a universal html5 payment API. Since there's no such thing as a W3C or a de facto standard for it (unless I'm mistaken!), I figure I'm just going to create something myself. I want to keep it as simple as possible. I want to start by creating a wrapper around the Ouya API. I also looked at Clay.io and Google Play. I think I can distill a simple API from these three systems that covers the basic functionality. Here's my first try (note, return values are Java style). PaymentSystemID detectPaymentSystem() initPaymentSystem(Secrets) requestPayment(ProductID) boolean checkReceipt(ProductID) ProductID [ ] getAllReceipts() consumeReceipt(ProductID) ProductInfo getProductInfo(ProductID) The main idea is that you get receipt statuses through checkReceipt and getAllReceipts, which will cache the result locally so you can call it 60 times a second in your game loop, and it will return something even if the user is not connected. requestPayment just sends out a request to start the payment dialogue, which will eventually lead to checkReceipt becoming true. My hope is that any user login processes and payment dialogues can be handled entirely behind-the-scenes. The Secrets, ProductIDs, and ProductInfo are payment system dependent. You can use detectPaymentSystem to get the system currently in use. Clay.io also has a shopping cart feature, which is not exposed through this API. Not sure that's essential. Does anyone here have any thoughts on this? Any particular payment system that you use or is often used? Or maybe this has already been done by someone else?
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