Implement Spilgames API

  • Has any one implemented their splash screen animation? This is their Zibbo's one, link to http://zibbo.com <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> With Construct 2, I don't know how to implement it <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    http://spil.com/Q

  • Wow. This is great work. Has there been any updates to this PixelRebirth?

    Thanks! I plan to update the plugin on the weekend. You can still use it in its current state if you cannot wait at all. It should already work.

    Has any one implemented their splash screen animation? This is their Zibbo's one, link to http://zibbo.com <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad"> With Construct 2, I don't know how to implement it <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    http://spil.com/Q

    I don't see any information in the API documentation regarding the inclusion of a splash screen animation. This might be depending on the branding details outlined in your contract.

    Since they provided you with a html file (and script) containing the animation my first idea would probably be to display the logo page in an iframe using Pode's HTML Pack.

  • PixelRebirth thanks for the idea

  • Here is the latest version of the plugin: download

    It has been improved a lot with proper triggers and generally better code. A big thanks goes out to Yann !

    There is a condition now to check if the API is loaded, the expressions have been extended and the load API action was removed. The API will be loaded automatically.

    If you used the load API action before, you will likely see it be replaced with a different action when loading the project with the new plugin. Also be aware that the change of previously exisiting conditions into triggers might cause issues.

    Haven't tested this new version thoroughly yet, so let me know if you run into any trouble.

  • Wow, thanks PixelRebirth, you are doing an awesome work!

  • PixelRebirth I received the 1st QA result from them. They said "Looks like the Branding logos are hardcoded into the game. The logo should always be using the API to get the image and URL. To find out how to do this, please head over to the ‘Branding’ section on our Developers platform: developers.spilgames.com/wiki/De ... I_branding"

    So how do I use your API plugin to show their Zibbo logo? <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" />

    [quote:1u6ng4wt][quote:1u6ng4wt] SPIL gave me a GGG.com logo image and wanna implement it to the game using their API. So I wonder I if just only used the Get Logo action of PixelRebirth's plugin or had to do any other steps for showing the clickable logo?

    I think that we could use both of the plugin for a well testing result and placing the logo to the game manually. But I don't sure about it.. <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad" />

    The "Get logo"-action is in place to dynamically get logo data (image url and link). Likely used for having one version of the same game on their various portals (different logos)and in case they change the logo.

    Anyway - if Spil provided the logo just go ahead and add it manually in C2 I guess. I hope I understood your issue correctly.

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  • Iris After you used the "Get logo"-action of the plugin, you can return the image data from the various expression of the plugin.

    The "Load image from URL"-action of the sprite object can then load the image if you put the "BrandingImage" expression of the plugin there.

    Note that the image won't actually change testing it locally or in their tester, because of the Same-origin policy. Meaning it will only work when the game is actually on the servers of Spilgames.

    However you can observe for yourself that the "Get logo"-action does work and the expressions return the proper data. Just log the expressions to the console or have them display in a text object to check.

  • PixelRebirth any chance of a simple tutorial on all this awesomeness?

  • Thanks your swift advice PixelRebirth, the problem is solved

    Btw, anyone here passed the QA test? I received the 2nd Report with some problems when running on Samsung devices and iPhone 5 >_>

    https://docs.google.com/spreadsheet/ccc?key=0Aox88KReK3zCdDBEU05OWG00SWd6dW5ScWR5ZGZTWVE&usp=sharing#gid=0[/code:2wojqxwz]
  • Iris I hardcoded the logo and passed QA, but that was 2 months ago so their guidelines have changed.

    What fullscreen mode are you using?

    The samsung devices are always a problem :/

  • skyhunter93 i'm using letterbox scale fullscreen mode. I tested the game with iOS 6.1.2, 7.0.4 and 7.0.6 - everything is perfect. I don't sure what is the reason of that bug on 7.0.2 ._.

    Anw, what is about the problem of Samsung devices?

  • Iris I hardcoded the logo and passed QA, but that was 2 months ago so their guidelines have changed.

    Yeah, you are definitely not allowed to hardcode the logo anymore.

    Also the API is changing constantly. Third time I see significant changes in how the branding works when checking the online documentation. There are new methods now which aren't in the plugin yet and it's generally becoming a little more complex.

    A little frustrating to be honest when you earlier relied on the pdf documentation they provided when signing with them, then you don't pass their QA because they keep changing the API...

  • skyhunter93 i'm using letterbox scale fullscreen mode. I tested the game with iOS 6.1.2, 7.0.4 and 7.0.6 - everything is perfect. I don't sure what is the reason of that bug on 7.0.2 ._.

    Anw, what is about the problem of Samsung devices?

    Not sure if it is related but I have noticed that if you include the plugin FaceBookComplete or if you open a tweet intent page using the Browser object, an error "Could not create a message from input" from spilgames.js is raised. So I assume that calls made from outside your game can break the API.

  • It's seem many developers are getting the same problem at their games. My deadline to provide the completed games is coming day by day. Another chance is going to the hell :s

    [quote:2uas4jxg]Btw, anyone here passed the QA test? I received the 2nd Report with some problems when running on Samsung devices and iPhone 5 7.0.2 >_>

    https://docs.google.com/spreadsheet/ccc?key=0Aox88KReK3zCdDBEU05OWG00SWd6dW5ScWR5ZGZTWVE&usp=sharing#gid=0[/code:2uas4jxg]
  • It's seem many developers are getting the same problem at their games. My deadline to provide the completed games is coming day by day. Another chance is going to the hell :s

    [quote:25rmgi61]Btw, anyone here passed the QA test? I received the 2nd Report with some problems when running on Samsung devices and iPhone 5 7.0.2 >_>

    https://docs.google.com/spreadsheet/ccc?key=0Aox88KReK3zCdDBEU05OWG00SWd6dW5ScWR5ZGZTWVE&usp=sharing#gid=0[/code:25rmgi61]
    

    I doubt you will get into real trouble even past the deadline as long as you're actively trying to resolve the issues raised by QA.

    I need to tell you guys that I currently do not recommend using my plugin. Alone this week there have been at least three updates to the API. Some things in the plugin are deprecated and newer methods aren't in there yet.

    I tried to keep up and used an adjusted version to submit my game again today along with a message for the QA department. However my contact at Spilgames appears to be on vacation, so I hope the forwarding and all goes well and I get a response soon.

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