Oh hey there.
I've been playing with this for a couple of hours and I guess it's ready-ready to be released.
Lua GameJolt API Github
Have fun.
Cheers, Max.
Lua GameJolt API [Highscore tables / achievements]
- ManInBlackSweater
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- josefnpat
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Re: Lua GameJolt API [Highscore tables / achievements]
About time! I keep saying the words "nice" over and over in a high voice.
I can't wait to try this out!
I can't wait to try this out!
Missing Sentinel Software | Twitter
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
- josefnpat
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Re: Lua GameJolt API [Highscore tables / achievements]
About time! I keep saying the words "nice" over and over in a high voice.
I can't wait to try this out!
update:
I've had a chance to test this, and while I have a few issues, this library is perfect!
Log in with your gamejolt account, and visit this page:
http://gamejolt.com/games/arcade/teting ... ces/48003/
and run the attached love!
I can't wait to try this out!
update:
I've had a chance to test this, and while I have a few issues, this library is perfect!
Log in with your gamejolt account, and visit this page:
http://gamejolt.com/games/arcade/teting ... ces/48003/
and run the attached love!
- Attachments
-
- gamejoltlua-test.love
- (5.24 KiB) Downloaded 261 times
Missing Sentinel Software | Twitter
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
Re: Lua GameJolt API [Highscore tables / achievements]
Hmm I did those steps...am I supposed to get trophies? 'cause I didn't
- josefnpat
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Re: Lua GameJolt API [Highscore tables / achievements]
You will have to change the user token in main.lua of the .love, sorry to not mention that.
Missing Sentinel Software | Twitter
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
FORCIBLY IGNORED.
<leafo> when in doubt delete all of your code
<bartbes> git rm -r *
<bartbes> git commit -m "Fixed all bugs"
<bartbes> git push
Re: Lua GameJolt API [Highscore tables / achievements]
Ah, that explains it
- ManInBlackSweater
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Re: Lua GameJolt API [Highscore tables / achievements]
Added bit-sized wiki to help guys get started.
Re: Lua GameJolt API [Highscore tables / achievements]
I'm not too familiar with GameJolt. Do the games usually ask for the username and usertoken of a player for achievements, or are those somehow detected while downloading or something?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
- ManInBlackSweater
- Prole
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Re: Lua GameJolt API [Highscore tables / achievements]
GameJolt automatically passes username and token into Java, Silverlight, Flash and Unity apps.Davidobot wrote:I'm not too familiar with GameJolt. Do the games usually ask for the username and usertoken of a player for achievements, or are those somehow detected while downloading or something?
Also there's a Quick Play that downloads your game and tries to pass user info into your game.
Let's see if we can catch this data in Lua.
- Positive07
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- Location: Argentina
Re: Lua GameJolt API [Highscore tables / achievements]
I got this to work, already made an Issue in the Issue Tracker with two solutions, anyway I'm posting it here too.ManInBlackSweater wrote: Also there's a Quick Play that downloads your game and tries to pass user info into your game.
Let's see if we can catch this data in Lua.
Solution one:
Get them in love.load
Code: Select all
love.load = function (args) --Note the args here, this are the aguments passed through the console
data = {}
GJ = require "gamejoltlua"
GJ.init("myid", "mykey")
for k,v in pairs(args) do
local a = v:match("^gjapi_(.*)")
if a then
key, value = a:match("^(.-)=(.-)$")
data[key] = value
end
end
GJ.authUser(data.username,data.token)
GJ.openSession()
end
Using the gjapi_credentials.txt file
Code: Select all
data = {}
GJ = require "gamejoltlua"
GJ.init("myid", "mykey")
local a = love.system.getOS() == "Windows" and "\\" or "/"
local f = io.open(love.filesystem.getWorkingDirectory()..a.."gjapi-credentials.txt")
if f then
data.username = f:read()
data.token = f:read()
end
GJ.authUser(data.username,data.token)
GJ.openSession()
The second alternatives also let users connect to GameJolt API leaving a .txt file next to the executable (not sure if anyone wanted that feature, but it's there)
for i, person in ipairs(everybody) do
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
[tab]if not person.obey then person:setObey(true) end
end
love.system.openURL(github.com/pablomayobre)
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