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Clockwork - Free Online Highscores and Stats


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#81 A saurus1

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Posted 15 February 2011 - 07:39 PM


If you can find a way to do it with game maker, credits to you. I don't know of any way, with 39dll, to load a webpage without a pause. Although this is my first project using 39dll, so I'm not exactly that familiar with it.

The loading in background involves me learning how to both build dll files, as well as implement threading, in c++. Both of which are difficult and new for me, a beginning c++ developer.

~Robert

Also, sorry for the long response time, I was sick.


No need to apologize, I hope you're feeling better! :)

I was a little naive when I asked about doing threading in game maker, as after asking that I looked in the help file and didn't see any topic related to threading, so I now presume game maker doesn't support it. Although I did just find this dll: http://gmc.yoyogames...owtopic=390517. It looks like it lets you thread GML, so you wouldn't have to reverse engineer 39dll. I'll look into it some more.


Yeah. If you wanted to use the GMThreads.dll then you could make it work. But having to use two third-party DLL's is not as easy on the programmer. If you combined both dll's into one dll, it would look more professional, and, when players see "clockwork.dll" they might say "oh, what's that," look it up, and discover your site, leading to more traffic.

Edited by A saurus1, 15 February 2011 - 07:39 PM.

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#82 Jimmynator

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Posted 15 February 2011 - 07:43 PM

Excellent! I will be proud to use your example!

As for the issue, I still haven't figured out what the issue is. :( I'm still working on it, though, in the limited time that I have.



Thanks for accepting my example. It needs better coding and graphics, so try to upgrade them.

As for the issue, I think that problem is totally pointless...Posted Image

Edited by Jimmynator, 15 February 2011 - 07:44 PM.

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#83 eiyukabe

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Posted 25 February 2011 - 02:17 AM

I got asynchronous submissions working with gmthreads 2!! Now we can submit stat counts for achievements as soon as they are earned without it making the game hiccup :D.
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#84 Jub Jub

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Posted 25 February 2011 - 02:22 AM

I got asynchronous submissions working with gmthreads 2!! Now we can submit stat counts for achievements as soon as they are earned without it making the game hiccup :D.


Nice! Good job!

If you want to share your source code, I'll upload it to the Clockwork SDK download page when I get a chance. :)

~Robert

Edited by Jub Jub, 25 February 2011 - 02:23 AM.

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#85 Jub Jub

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Posted 01 March 2011 - 05:20 PM

Clockwork still isn't working for me.Posted Image
I can get the highscores, but not submit.

I'm beginning to wonder why clockwork isn't called Clockbroken. Jokes Posted Image




When I try to submit a highscore I get this debug message: Failed to create highscore: 302 'Invalid Checksum'My submitting code it this: cw_highscore_create(cw_highscore_name_clean(obj_submit_q.atj),score,"")Am I doing something wrong?


Same to me... :(


goran_lind (not sure about his GMC username) has informed me that these problems are caused by "treat all uninitialized variables as 0" being checked, which causes the md5 function to fail.

I haven't tested it myself, but you guys should give that a try.

~Robert
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#86 Jimmynator

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Posted 02 March 2011 - 09:11 PM


Clockwork still isn't working for me.Posted Image
I can get the highscores, but not submit.

I'm beginning to wonder why clockwork isn't called Clockbroken. Jokes Posted Image




When I try to submit a highscore I get this debug message: Failed to create highscore: 302 'Invalid Checksum'My submitting code it this: cw_highscore_create(cw_highscore_name_clean(obj_submit_q.atj),score,"")Am I doing something wrong?


Same to me...  :(


goran_lind (not sure about his GMC username) has informed me that these problems are caused by "treat all uninitialized variables as 0" being checked, which causes the md5 function to fail.

I haven't tested it myself, but you guys should give that a try.

~Robert


Maybe, because I use that option. Could you make it compatible with that feature? Posted Image



You should solve that problem. There are lots of people (including myself and DXsmiley) using the "treat all uninitialized variables as 0" option who whould like to have online highscores.Posted Image

At least you finally discovered the source of the problem. Posted Image
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#87 pspiq3

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Posted 02 March 2011 - 10:39 PM

Awesome. Kinda reminds me of GameCenter stats. Only for Game Maker. Smart idea (not that you haven't heard that a million times already).
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#88 Jub Jub

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Posted 02 March 2011 - 11:47 PM

Maybe, because I use that option. Could you make it compatible with that feature? Posted Image



You should solve that problem. There are lots of people (including myself and DXsmiley) using the "treat all uninitialized variables as 0" option who whould like to have online highscores.Posted Image

At least you finally discovered the source of the problem. Posted Image


YES, I absolutely want to make it compatible. However, I think the error might be in the md5 script that I use that xot wrote, so I'll see what I can do.


Awesome. Kinda reminds me of GameCenter stats. Only for Game Maker. Smart idea (not that you haven't heard that a million times already).


Haha, thanks.
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#89 TDWP_FTW

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Posted 03 March 2011 - 06:09 AM

For some reason, I have to submit scores twice in my game. Not sure why, since the highscores load and all, so it can't be a problem with being connected to clockwork.

EDIT: Turns out having an underscore in the submitted name won't allow it to be submitted.

Edited by Yagibabla, 03 March 2011 - 06:17 AM.

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#90 Jub Jub

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Posted 03 March 2011 - 06:14 AM

For some reason, I have to submit scores twice in my game. Not sure why, since the highscores load and all, so it can't be a problem with being connected to clockwork.


That's very strange. Can you try doing that again, except run the game in debug mode, and go to Tools -> Show Messages, and than copy the messages once you're done submitting the highscores, and than post them? Clockwork automatically posts debug messages there.
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#91 TDWP_FTW

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Posted 03 March 2011 - 06:18 AM

I just edited my post in case you don't see it. Turns out having an underscore won't allow it to be submitted.
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#92 Jub Jub

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Posted 03 March 2011 - 02:59 PM

I just edited my post in case you don't see it. Turns out having an underscore won't allow it to be submitted.


You're using cw_highscore_clean?
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#93 TDWP_FTW

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Posted 04 March 2011 - 11:40 AM


I just edited my post in case you don't see it. Turns out having an underscore won't allow it to be submitted.


You're using cw_highscore_clean?

Don't think so...It's not really a big deal anyways.

I have a question about stats...Is there going to be a future update where you can get stats and display them however you want like highscores? Or is it already possible now? Would be neat to have a stats page in my game, listing the stats I have my game submit.
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#94 Jub Jub

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Posted 04 March 2011 - 04:09 PM



I just edited my post in case you don't see it. Turns out having an underscore won't allow it to be submitted.


You're using cw_highscore_clean?

Don't think so...It's not really a big deal anyways.

I have a question about stats...Is there going to be a future update where you can get stats and display them however you want like highscores? Or is it already possible now? Would be neat to have a stats page in my game, listing the stats I have my game submit.



USE CW_HIGHSCORE_NAME_CLEAN
Unless of course, you want security holes. I mean, there's decompilers anyway, but using that function makes it just a little more difficult to hack.
http://wiki.madewithclockwork.com/wiki/Cw_highscore_name_clean

Yes, there will be a future API update that will include stat retrieval.
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#95 ND4SPD

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Posted 19 March 2011 - 11:21 PM

Also, I am proud to say that my work on matchmaking/multiplayer is coming along nicely, and should be ready sometime in the next several weeks. Just to clarify, I'm not developing a replacement for 39.dll or any of the game maker multiplayer functions, I'm merely providing a simple server list so that your games can find servers.


How's progress on this going? I'm waiting anxiously :)
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#96 Jub Jub

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Posted 20 March 2011 - 12:23 AM

Also, I am proud to say that my work on matchmaking/multiplayer is coming along nicely, and should be ready sometime in the next several weeks. Just to clarify, I'm not developing a replacement for 39.dll or any of the game maker multiplayer functions, I'm merely providing a simple server list so that your games can find servers.


How's progress on this going? I'm waiting anxiously :)


Sorry. I'm busy. And I'm doing a lot more than just matchmaking in this update, so it's taking some time.

It should be done in...a couple weeks? Probably. Sorry about the wait. :(
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#97 ND4SPD

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Posted 20 March 2011 - 12:39 AM


Also, I am proud to say that my work on matchmaking/multiplayer is coming along nicely, and should be ready sometime in the next several weeks. Just to clarify, I'm not developing a replacement for 39.dll or any of the game maker multiplayer functions, I'm merely providing a simple server list so that your games can find servers.


How's progress on this going? I'm waiting anxiously :)


Sorry. I'm busy. And I'm doing a lot more than just matchmaking in this update, so it's taking some time.

It should be done in...a couple weeks? Probably. Sorry about the wait. :(


Haha don't get the impression that I haven't slept for the past few weeks and have just bit hitting F5 over and over in the hope of an update. I haven't used GM for ages (year 11 is a biatch), but I want my comeback game to have online multiplayer, so yeah :)
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#98 Jub Jub

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Posted 01 April 2011 - 05:51 PM

Status Update:

- Online Variables are done, except for adding them into the SDK and API.
- Planning for matchmaking is complete, I just need to implement it.
- I'm considering putting up Project-Wonderful-powered ads.
- The bugfixes are coming.
- I'm also simplifying the SDK.

What do you guys think about the ads? Will it ruin the site? Should I only put it up on the developer pages, so that the highscore tables stay clean-looking?

Project wonderful ads tend to be "cleaner looking" than other ads, but it still could hurt the site design.

If I eventually start making enough money off Clockwork, I might upgrade the servers to Rackspace, which would be much faster.
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#99 ND4SPD

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Posted 03 April 2011 - 09:44 AM

Status Update:

- Online Variables are done, except for adding them into the SDK and API.
- Planning for matchmaking is complete, I just need to implement it.
- I'm considering putting up Project-Wonderful-powered ads.
- The bugfixes are coming.
- I'm also simplifying the SDK.

What do you guys think about the ads? Will it ruin the site? Should I only put it up on the developer pages, so that the highscore tables stay clean-looking?

Project wonderful ads tend to be "cleaner looking" than other ads, but it still could hurt the site design.

If I eventually start making enough money off Clockwork, I might upgrade the servers to Rackspace, which would be much faster.


Yeah man, if you need the money. I think a couple of ads are a small price to pay for such a service as this.
I may consider donating if I ever start making some money with games :P How much is this costing you?

I'm pumped for the matchmaking!!! What does it do? Return a list of available servers? What sort of filters are in place?
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#100 Jub Jub

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Posted 04 April 2011 - 04:54 AM


Status Update:

- Online Variables are done, except for adding them into the SDK and API.
- Planning for matchmaking is complete, I just need to implement it.
- I'm considering putting up Project-Wonderful-powered ads.
- The bugfixes are coming.
- I'm also simplifying the SDK.

What do you guys think about the ads? Will it ruin the site? Should I only put it up on the developer pages, so that the highscore tables stay clean-looking?

Project wonderful ads tend to be "cleaner looking" than other ads, but it still could hurt the site design.

If I eventually start making enough money off Clockwork, I might upgrade the servers to Rackspace, which would be much faster.


Yeah man, if you need the money. I think a couple of ads are a small price to pay for such a service as this.
I may consider donating if I ever start making some money with games :P How much is this costing you?

I'm pumped for the matchmaking!!! What does it do? Return a list of available servers? What sort of filters are in place?


Right now, it's about $10/month, including domain names. Rackspace would be a $11/month, not including domain names. Right now I'm semi-happy with this provider, requests are usually as low as 0.1-0.4 seconds. However, since it's shared hosting, it can be as high as 2 or 3 seconds, which pisses me off.

The matchmaking will be ip address sharing - I think I'll also implement tagging in a similar way to how highscores do it now. Don't get too pumped -- it's coming along with a MASSIVE update that is taking quite a while to code. :P
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