Tom's Forum Posts

  • Access codes are distributed by the subscription owner - if it's now invalid or withdrawn you need to contact whoever gave it to you to ask why.

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  • Ashley is fine, just taking some well deserved time off :)

    We're still working hard behind the scenes - lots of cool stuff to come this year don't worry!

  • Happy to answer your questions :)

    All CGS limits are free tier limits as we are in the testing phase. Construct plans will get more generous limits, and there will be additional paid tiers with even higher limits. We’re still working out the details of all this so bear with us. We’re introducing a new broadcast service soon, after which we’ll be neatening everything up and releasing the plans before adding more services.

    Regarding the message when you login, you can set your own oauth secret keys under auth settings on the left menu in your CGS account. Some are very easy to customise, some are a lot more involved. This allows you to have your game as the sign in message with each oauth provider.

  • To date we've never run a sale on C3 plans.

  • It's all still currently under development, please bear with us to fix the issues RE links/CGS pages until a general release announcement from us.

    RE the premium leaderboard expiration, we haven't implemented handling when subscriptions are cancelled/expired yet and how to deal with that, but the general idea will be to have a fairly generous grace period (and a few email warnings) before deleting it.

  • A few issues I overlooked when refactoring some aspects of the game services. Is all working as expected now.

  • Sorry about this, scores are now submitting properly but there's a small fix needed on displaying the leaderboard - am working on a fix now.

  • Apologies, this was a bug. Should now work as expected.

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  • Yes, the free tier leaderboards are feature complete for the most part but meant for testing/developing so scores are automatically removed after ~14 days.

    Edit: For clarity, scores in the arcade are never deleted (unless the user deletes their account).

  • Once I've pushed out all these changes, we'll have implemented authentication + leaderboards. I'll then look to add cloud save (which allows you to store data blobs in a key value store with each player, as well as global data for games which players can all load from) which should cover what you're after WackyToaster

    After this I'll look to release publicly, and from there I'll look to add other services such as achievements, maybe some sort of analytics, error reporting etc

    I'm really enjoying working on this, but it's all quite tricky!

  • Ninjadoodle yes, no server required. This is all running off our own cloud.

    Today or early next week I'm releasing a big update that will break implementation of your own leader board (sorry for this, but it's not yet all released officially yet).

    These changes are required because we're introducing an authorisation service which allows players to sign into your game (EG with Apple, Google, Facebook, Discord etc). From this you are given a session key which you will need to post with leader board requests instead of just a player name.

    This allows us to easily add other services going forward such as cloud save. Bear with me - I'm nearly done with this and then I will update all docs and hopefully Ash will be able to get the updated plugin in the next beta.

    I'll try to remember to update this post.

  • We did have a huge amount of traffic from something that was significantly degrading services recently.

    Because of this I:

    • Implemented global rate limiters for web page requests
    • Integreated with AbuseDB - if a rate limiter is triggered we cross reference the IP here and auto ban the IP if it has a high confidence of abuse. Over 6,500 IP's have been banned to date, ranging from spammers, anonymous bots of security scanners. Just nasty traffic types you don't want to serve.
    • Spent time on bot identification, getting the DNS host addresses from the IP's - most bots we allow, others we don't if they are too aggressive and we don't want them crawling (for example some third party business intelligence bots).

    It's all settled down a lot now and we are not seeing much evidence at all of false positives. Some of the bots we banned were doing multiple page views per second - we log the blocked accesses now and some of the bots have over 3,000,000 blocked page view requests.

    Anyway, was a fun and interesting project to work on and I'm pleased everything is running a lot more smoothly now.

    RE ai bots specifically, we generally are OK with them. Interestingly we do get new customers who tell us they asked ChatGPT what a good game engine is and it recommends us - so we don't want to impact that negatively. The AI bots do consume a fair number of resources from our POV but for now it appears to be beneficial for us.

  • Sometimes yes, most of the time I think it's crawling to train it's models.

  • Yes, web is full of bots!