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Use Wordpress as your game's database

Discussion in 'Assets and Asset Store' started by MrDude, Feb 17, 2014.

?

If I were to build the kits in order of preference, which kit would you like first?

  1. Friends system: Invite friends and see what they are playing. Include PM and chat services

    44.2%
  2. Online privacy: Protect your info select exactly who can see what

    16.3%
  3. Message boards system: Categories for author, clan leaders, groups personal

    18.6%
  4. Online market place: Trade with NPCs or real players. Includes gifting service

    36.0%
  5. Custom character system: Create a character in one game and take him into other games

    20.9%
  6. 2D narrative game template: Write a story, build a game in a day...

    12.8%
  7. Clan system: Access your friends arsenal during your own battles

    8.1%
  8. Wordpress Games portal: Display available games, sell them and show stats (ratings/reviews)

    25.6%
  9. Other: Please specify...

    5.8%
Multiple votes are allowed.
  1. kayke

    kayke

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    I created an App using the WUL and WUD. I tested it on android and it works perferctly. However when I pushed it to IOS, the login system works but when ever the system tries to access the WUD I am getting an Invalid URL request error.
     
  2. MrDude

    MrDude

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    ??? It works on Android? that means the URLs are correct
    But iOS says the URLs are wrong??? Hmmm...

    First question: Are you using POST or GET type in WPServer? If you are using GET and sending data that has spaces in it then that is going to be an invalid URL. Imagine trying to use a url like this:
    www.mysite.com?description=hallo world how are you,today&name=Billy The BadAss

    If the URLs are fine on Android but the URLs are wrong on iOS I simply cannot explain that. Using GET and invalid data is the only thing that comes to mind. Please confirm what you are using in WPServer on the prefab and if not POST, set it to POST and try again.
     
  3. kayke

    kayke

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    It was set to GET. I will switch it to post and see how it works. Thank you again for you fast responses. You're awesome!
     
  4. MrDude

    MrDude

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    Cyber monday is here... Meaning cyber weekend is almost over and with it your chance to get up to 100% discount on some of my kits. Go have a look before it's too late...
     
  5. MrDude

    MrDude

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    Okay... update to WULogin just released. Couple of minor changes but one big change is afoot. Let's start with that...

    From here on out all updates will be done to the U5 versions of the kits only. The 4.7 versions will remain uploaded for you to use but no more updates will be released for it. I originally planned to support 4 and 5 but today I noticed that the last time I updated WULogin for U4 I actually didn't even include the WULogin scripts at all... I accidentally included the WUScoring scripts instead...and nobody noticed. The only way that nobody could have noticed is if nobody downloaded the kit in U4. As such, it is clear that supporting U4 in future is just a total waste of time. We are at 5.5 already. I am supporting from 5.0 from now on only.

    Right with that out of the way, the changes to WULogin in this update are minor so you don't have to upgrade if you do not want to.

    The major change is with on screen messages at runtime. In the GUI prefab I show you how to respond to errors by printing an on screen message. That is purely for demonstration of error handling and you are free to replace that functionality with whatever you want... However... The server script DOES always print a message to the screen (in this case causing every message to appear twice) and this error message you cannot turn off. Well now you can. I have added a new boolean field to the WPServer for you to set in the inspector. Simply tick the Show_on_screen_errors box on or off to show them or not, respectively. From there it is up to you to decide if you want to respond to them in your GUI script.

    Next, I renamed the "online" boolean to "Use_online_url" so it is clearer what that boolean does. Too many times have I had people complain that they are getting errors when trying to connect and the whole time the problem was simply that they were trying to connect to a localhost instead of their online database, simply because that field was not obvious enough.

    To that end I have also rearranged the order of the fields in WPServer to make it more obvious what is essential, what is not and what works with what. Simple reordering of the fields and the code is a lot more user friendly for new users.

    I also removed some old code left over from the OnGUI days which led to me also deleting a bunch of classes from the MBSCore package. As it is, MBSCore offers a range of nice little utility classes and if you buy that first then you get a discount on kits that use it... but if you buy the version of the kit that includes MBSCore you only get what you need from the kit, not the entire kit... That was true for the other packages but somewhere along the line I started sharing the complete MBSCore kit and literally half of it was not being used.

    All unused classes have now been removed and the kit is now updated to a nice, clean, project with better organised variables and free from old code that no longer serves any purpose. And you can now turn off error messages generated by the server.

    As I said, apart from cleaning up a few bibs and bobs and deleting a bunch of files, the only real change is the error messages from the server and the order in which the variables display in the inspector so this is not an essential update... but there none the less

    Enjoy :)
     
  6. MrDude

    MrDude

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    I started working on the Portal again this week and I got to say I am super excited. It all finally just fell into place and I am now beyond "making it work" and at the point of working on presentation and adding functionality.

    In fact, the backbone is now so fully functional that I even added features to existing kits just because I could :D I wanted to make a video to show you how well it works but unfortunately, as I said, presentation is still lacking :/

    One thing I am really happy about, though, is the WUData settings page that is now part of the portal settings page instead of it's own dashboard menu. Also, now I can finally move the player banning system out of WUData and move it into WULogin where it belongs. Finally! :D

    One thing that you guys are going to have to adapt to, though, is picking random game ID values for your games. Once the portal functionality is rolled out to you guys you will have to create a game in your dashboard (Title, description, various size banners, price etc) and once you've done that I will give you the game ID to use, rather than you picking a random number.

    The first and immediate difference you guys will notice is that I no longer give you a drop down that says "Game with id 4, Game with id 19, Game with id 22" when you go to edit your game data. Instead, you will now see your game's names listed in the drop down.

    Well, I still have a long ways to go but I just wanted to share that little bit of news with you. The portal is coming along quite nicely. Can't wait to finally release it... but right now I still have one issue I am struggling with: I can either make the portal work in such a way that you MUST have WooCommerce installed before you can use any of the kits (not a good option at all) or you will have to create a duplicate entry for each game where one is used by my kits and the other one is used by WooCommerce (I hate the word duplicate)... I am still trying to work out how I am going to beat that little dilemma.

    Anyway, this is what my dashboard looks like at the moment
    Screen Shot 2016-12-19 at 12.18.34.jpg

    What I like about this so much is that when you install the wuss_login plugin you get this, the ability to create/modify/delete game posts and you get the first menu item ("WUSS") and that is that. As you get more kits in the series, they automatically register themselves to this menu and all the kits can be maintained from this one single location. This means that everyone's menus are gonna automatically be customised based on what kits they have rather than just showing you a bunch of menus you can't access and require this package to be updated (and a new version of WULogin to be downloaded from the asset store) every time i release a new kit.

    So as I said, that entire thing now works pretty darn well. Now I just have to work on presentation and functionality (showing your games on the website as a list of icons, showing game details, taking customers to your store to actually buy it, stuff like that... Website functionality for the WULogin kit, basically).

    I don't suppose any of you would like to volunteer to make me a decent banner image, would you? :p

    Okay, back to work...
     
    Last edited: Dec 19, 2016
    danreid70 and Adrad like this.
  7. MrDude

    MrDude

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    Nothing quite like speaking to your customers to find out what they actually need... and to discover flaws in your logic... and solutions to those flaws! :D As you will see below, the presentation is coming along quite nicely but also, the WUData kit is getting a nice little (and much needed) overhaul.

    As I stated above, one of the things you would have had to get used to was letting me pick the game ID's for you. Unfortunately, this had the distinct drawback that any existing game id's would be ignored and while the games using those IDs would still work, you would loose all access to administer them. Only games created with this new system would be able to be administered. Well, that is no longer the case. I have adapted the configuration page into a hybrid that displays both the legacy games where you created your own id's and the games created in this new way.

    Things are shaping up nicely. :) Make sure to like my Facebook page to stay up to date with the latest announcements. See the link below
    Screen Shot 2016-12-22 at 14.52.45.png Screen Shot 2016-12-22 at 14.53.03.png
     
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  8. MrDude

    MrDude

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    Just a quick update for those of you who have not yet subscribed to my Facebook page...
    ProofOfConcept.jpg

    Here I am just testing the concept and I just dragged in random graphics for the games but you would obviously have your game's graphics associated with your game and then I automatically generate these buttons from the graphics you assigned tot he game.

    One line of code on your web page and all your games are presented like this wherever you choose to put them on your page. In my case I just put them in the center... Next step is for these buttons to load the full page showing users all they need to know about your games.
     
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  9. MrDude

    MrDude

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    I just added a new (optional) feature. Should you decide to use it, simply set the value in Unity and in the portal and you are done. Should you decide you don't want/need this feature, simply don't set the value. That simple.

    If used, all data sent to the server will get an extra token added to the data and if the server detects this value it will attempt to generate a matching token. If they match, congratulations. If not, the code sends back an error and stops executing right then and there!

    Enjoy your new level of security. :D

    Screen Shot 2016-12-28 at 02.33.20.jpg Screen Shot 2016-12-28 at 02.31.16.jpg
     
    Last edited: Dec 28, 2016
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  10. JaredMerritt

    JaredMerritt

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    Hey MrDude,

    I've got a few questions that I need answering ASAP regarding WP User Login, please can you add me via Skype at jawneer99 or PM me here. May also need your services down the line for a bespoke solution.

    Thanks,

    Jared
     
  11. AtlasPhyco

    AtlasPhyco

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    Hi, I've been looking over the various plugins and thought they'd be perfect for my project.

    But one question I had was how difficult would it be to use unity's ui system (4.6) with your system, it seems everything is done in GUI so I was wondering. Have you experimented with this at all?
     
  12. MrDude

    MrDude

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    Actually, the login kit used to include both OnGUI and UnityUI but now only supports UnityUI.
    The data plugin uses OnGUI for the demo but since it is data transfer only, it HAS no gui at all
    The same is true for the timers kit.
    The Scoring plugin now has UnityUI also

    That is the good news. The bad news is that in Unity 4 my kits require 4.7 not 4.6, but also, Unity 4 is no longer supported. See a few posts up to learn why.
     
  13. AtlasPhyco

    AtlasPhyco

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    Understood. I sent a message on skype with some other questions I had.
     
  14. MrDude

    MrDude

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    Rather contact me via email. I only ever open Skype if I have an appointment to meet someone and close it again as soon as the appointment is over. Skype kills my time so I rather don't keep Skype open.

    Well, since I'm here I guess I can point you all to the new page on my website where I plan to outline the portal as it progresses. Trying to keep included documentation up to date is going to be a nightmare so I'm just gonna do it online where I can make it look pretty and keep it up to date.

    Feel free to check out (the ever changing page) at http://mybadstudios.com/wordpress-systems/wuss-portal/
     
  15. MrDude

    MrDude

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    I am planning on releasing these updates on Friday the 13th (the first one of 2017) and was trying to come up with a scary looking graphic to promote this release on Twitter. Looking at the change logs, I am scaring myself :p Here is the change log extract just for the WULogin kit alone:
    Code (csharp):
    1. v3.2
    2. - Added a new, optional, security field to WPServer, per game.
    3.     - If used a corresponding value must be set in Wordpress
    4.     - If used it will add an MD5 field to all server calls to authenticate the origin as your game
    5. - Introduced the WUSS Portal into the plugin. Plugin now needs to be activated where before it was optional
    6.     - All other packages that include settings will register as sub menus of wuss_login in the dashboard
    7.     - User account status (Good standing, suspended and banned) are now handled by wuss_login
    8.     - The WUSS portal includes numerous Wordpress ShortCodes and widgets to display on your web pages
    9.         - Future kits will most likely introduce more but will be inside their respective packages
    10.         - A number of settings can be set on this page
    11.     - Added a new POST type to Wordpress called wuss_games.
    12.         - Games are now defined in Wordpress using the Wordpress editor
    13.         - Defining a game this way will assign your game a Game Id.
    14.           It is highly recommended that you use this and not pick values at random any more
    15.     - Since the ShortCodes and widgets are going to increase in number over time, they will be kept up to
    16.       date on my website, rather than in the kit: http://mybadstudios.com/wordpress-systems/wuss-portal/
    17. - Introduces a new capability to Wordpress: manage_wuss.
    18.     - Only administrators are given this capability
    19.     - This capability is required to see the WUSS portal in the dashboard
    20. - Multisites: All kits are now updated to work only at the network level.
    21.     - Please deactivate all WUSS kits on a per-site level, if any, before installing this new plugin
    22.     - This will not affect how the kits function or break any existing projects
    23.       All kits were always usable across all sites so per-site activation was unnecessary
    24. - To generate the security table, please be sure to activate this plugin at least once after updating
    25.  
    26. *** NOTE ***
    27. Use of the ShortCodes and widgets are entirely optional
    28. How to use ShortCodes and widgets and how to edit CSS falls outside the scope of my support
    The changes are plenty and they are HUGE... but they are mostly on the server end and none of your existing projects will break through this update. The only Unity end update is the introduction of the optional security parameter which is empty by default and not set on the server so they match up perfectly.
     
    Last edited: Jan 10, 2017
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  16. MrDude

    MrDude

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    I got so carried away with the big changes that I almost forgot about one of the small changes I made in response to a customer request. With the scoring kit you can now sort from high to low or from low to high. When you fetch the scores, simply add an extra field called 'order' and set it to 'ASC' and there you have it... Shortest time to reach the finish line is now at the top of the list :D

    And the changes just keep on coming... :D

    As you know, with the data kit you can view/edit/delete all the data in your database. Well, now you can do the same with the Timers kit also. Configuring timers is done in Unity and requires 0 setup in Wordpress. Unfortunately you never had any access to that data except via phpmyinfo.
    Not any more.

    Screen Shot 2017-01-12 at 07.02.42.png

    In case anyone still has any doubts, this Friday the 13th is gonna feel like Christmas all over again! :D I guess now is as good a time as any to announce one final surprise...

    This Friday the 13th the WULogin kit is going on sale for 24 hours! If you liked all the stuff Ive been posting and thought about getting the kit... tomorrow is a good time to do so! :D

    Merry Chirstmas.2 :D
     
  17. MrDude

    MrDude

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    Final update just completed also. As of now you can display your high scores on your website either on the main page or as a widget. Set the game to show to 0 to make it show a random games score. In the widget: Specify sort direction, game id, table width, number of scores to show and whether or not to show the game's name and or a widget header. For the pages you have the same options but I still need to update the website to show how to use it. The updates should be available on the store by the time you read this...

    This is a major update, that much is for sure. Those of you who thought the kits were abandoned will be pleasantly surprised that all OnGUI stuff has ben removed, including the WUData kit that only has a demo but doesn't even need any GUI. The kits now all have options you can set on the website, some kits now have new functionality and as an extra bonus I now help generate you website content for you also using ShortCodes and widgets.

    This has been a heck of a huge update and it's all available to all of you, for free... and on sale today also. Bonus! :D

    So, all that is left to say is:
    Enjoy... I need a vacation. :D See you in a week :)
     
  18. tabulatouch

    tabulatouch

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    Hello
    After the login is it possible to build custom WP API endpoints that use the sessoon authentication?
    Having a WP site on http i would like to write custom calls to put/get some user-specific data in a secure way.

    Thank you!
     
  19. MrDude

    MrDude

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    Absolutely. You can add custom functions to the php script that the kit calls and thus trigger any functionality you are skilled enough to write. One of the things I'm quite proud of is how easy I made it for people to add custom functionality.

    The script you would call first calls another script that does the security and authentication stuff and then triggers the ajax calls. All of that is taken care of for you, all you have to do is write your function in that script using a soecific naming convention then in Unity tell the ContactServer function to call your function. Done.
     
  20. MrDude

    MrDude

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    danreid70 likes this.
  21. ThermodynamicsMakesMeHot

    ThermodynamicsMakesMeHot

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    Hi, Anyone know what version of everything is required to run this. I could not find it anywhere, maybe I missed it?

    The WUSS plugin in WordPress is not working for me. It shows a Title: Wordpress Unity Social Plugin and a broken link icon with a message no games found...

    No buttons not options or any way I can see to add or manage anything.

    I am using PHP 5.6.28 and Wordpress 4.7.1 and WordPress Login 3.1.
     
  22. MrDude

    MrDude

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    That reminds me, I need to update the documentation for this. After you install the wuss login plugin (which you clearly did if you are seeing the control panel), in the dashboard, right under WUSS there is a submenu item called All Games. Click on that and then you will be able to create a game. Once the game is created it will show up in the control panel. I'm out of office till Friday. Will upload a screenshot when I get back. Just look right below WUSS in the dashboard after you clicked on WUSS to open it up.

    Apologies for the struggles.
     
    Last edited: Jan 19, 2017
  23. MrDude

    MrDude

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    This is what you should be seeing (well, in terms of the WUSS menu item, I mean):

    The menu only

    Screen Shot 2017-01-19 at 19.12.00.png

    Where you create your games

    Screen Shot 2017-01-19 at 19.16.34.png

    As you install the optional plugins, they will appear like this:

    Screen Shot 2017-01-19 at 20.09.13.png

    If not, please contact me...

    Also, make sure you activate your plugins after installing them and if you had the login plugin on your site before, be sure to DEACTIVATE THE PLUGIN AND THEN ACTIVATE THE NEW PLUGIN AGAIN AS IT MAKES A COUPLE OF IMPORTANT CHANGES.

    People installing this plugin for the first time, you can just install and activate. People who had this installed before and update the plugin not via delete and re-upload but by manually replacing the plugin folder (or contents), you need to make sure to activate the new plugin at least once.
     
    Last edited: Jan 19, 2017
  24. ThermodynamicsMakesMeHot

    ThermodynamicsMakesMeHot

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    I got it sorted but still link issues and stuff displaying weird but it can be worked around, I also do not see your logo image but I can use the features none the less. I am running off localhost now but I will put this online this weekend and see if if that changes and if not I can at least give you the access to see and go from there.

    I have been looking though your PHP scripts and I have to say the code was extremely clean and readable. I had mucked about with other options and even rolled my own home brew but things were a mess and code was everywhere and it just became a time sink and took too much time away from coding my actual apps n games.

    I really like how this is simple and elegant but at the same time "under the hood" so to speak is clean and powerful. Thank you for this plugin. It's a time saver for sure.
     
    danreid70 likes this.
  25. MrDude

    MrDude

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    Thank you for the kind words. Much appreciated. :D

    that issue with the logo image, i discovered, is due to me loading it from the domain root. When I installed Wordpress into a subfolder of the domain the image didn't load for me either. Minor issue, just open up wuss_framework.php and find the <img> tag and update the url accordingly... or just ignore it for the time being. In a future update I'll load the image via CSS or relatively.

    At least it's the only issue so nothing worth worrying about :)
     
    Last edited: Feb 2, 2017
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  26. ThermodynamicsMakesMeHot

    ThermodynamicsMakesMeHot

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    This was when I was using XAMPP. When I when I installed the plugin on my online webhost everything looked and still worked great. I will update this post later with the screenshots to show what I was talking about.

    ..Now I need the friends, merchants and guilds if you have that too somewhere as I could not find on the asset store....or these are upcoming?;):rolleyes:;) (I know your screenshot had no guild option, just putting that in there :) )
     
  27. MrDude

    MrDude

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    Sorry for the poor audio... but here is a video to help new people get started using these kits


    Seems I am going to have to redo the entire thing sometime soon as the audio and video are off by a few seconds and the last few seconds of audio is cut off... :( Should end with "Feel free to ask"

    Darn. Finally made it and then the conversion mucks it up... Oh well, still better than nothing for the time being, yes? :D
     
    Last edited: Feb 8, 2017
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  28. MrDude

    MrDude

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    One customer had errors on base64 decoding and after a bit of detective work we found that something somewhere was adding spaces to the end of my kit's returned data. No clue what or where but something on his website somewhere. Solution: Since this happened to one person it could happen to others also so I updated the base64 decode function to trim the string before doing the decoding, fixing the problem on my end, irrespective of what was causing the problem on his end

    Another customer held me busy for ages trying to figure out why the kit was giving him all manner of grief. After a very long while he finally discovered that his url started with a space. He didn't see the space and Unity had some issue with it. Solution: Now also trim the url you enter in the prefab before constructing the final URL.

    Two tiny updates but useful for those handful of people who do or would have struggled with those two issues!
    [Anticlimactic finish, exit stage left]
     
    Last edited: Apr 1, 2017
  29. MrDude

    MrDude

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    I don't know about the rest of you but for me, getting web builds up on my site and integrating it into my WordPress theme used to be a pain in the ass. So I went and simplified it down to this:
    Code (csharp):
    1. [wuss_webgl_player game=UDEA3 width=860 height=680]
    Thanks to that, I once again (finally, :p), have a few demos up and running at http://mybadstudios.com/source-code/the-dialogue-engine/.

    This shortcode will be included in the next WULogin update
     
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  30. MrDude

    MrDude

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  31. MrDude

    MrDude

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    To those who celebrate Easter, Happy Easter! :D

    I have an Easter Egg hunt for you... I am on the verge of submitting my next kit in the WUSS product line. I have just finished testing and all is looking great so now I have to do the dreaded part of any new asset release... no, not the submission and patiently waiting for the review... much worse than that... I need to make the graphics so I can submit it. Ughghg.

    Anyway, this kit is going to become a major player in this series and I would dare go as far as to say it might be an essential purchase. It is also the first of all my kits to make use of the code I've been inserting from the start where one kit can scan for the presence of another kit and alter it's behaviour accordingly. WULogin is going to be updated to include native support for this kit (if it is installed).

    Oh I have wanted to release this kit for sooo long that I can hardly believe my eyes when I see all my tests working... on my iPad and my Galaxy. My next challenge, after the graphics, is to determine what category this kit belongs in in the Asset Store... Anyway, I am purposely biting my tongue and not telling you what this kit is as that is your Easter Hunt. I have loads of detail about the kit on my site BUT it is not as easy to find as the info on all my other kits... well not yet, anyway. So for now I will leave it up to you to go to http://www.mybadstudios.com and see if you can find it... :D

    Clue: It's hidden in plain sight

    If and when you do, please do not spoil the fun and blab the secret here just yet... Let's wait till it's release on the Asset Store and then I will make it a lot easier to find on the site and then you are free to express all the pent up excitement you've had to bottle up between now and then! :D

    In the mean time, I have instructions on the website on how to prepare your projects for it's inclusion so you can get started with that so long. Also, you can PM me a price you recommend I sell this plugin for. Look at what it does, decide what you think it's worth and let me hear what you guys think...

    Happy hunting! :D
     
    Last edited: Apr 15, 2017
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  32. MrDude

    MrDude

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    Just updated WULogin to have native support for the new kit and to add the shortcode I mentioned above. I added a few cool new features to the shortcode and shortened it a bit...

    The shortcode is now just called wuss_webgl
    What I added is placeholder images. I was going to give you the choice between showing a hardcoded placeholder image or just starting the WebPlayer directly. On my website you can see an example of where I load different games into the same area allowing you to pick the demo to play by pressing a button above the web player. When the page loads, initially, there is just a placeholder image but when you click on the buttons it loads the game. I also have a separate page for each demo and when you go to that page the demo starts playing immediately.

    Well that code was hardcoded for my site. You would not have a placeholder image that is just there to look good but rather, you would have placeholder images that players can click on to start the game. Well what I did for you now is give you choice...

    1. You can specify a default placeholder image yourself and I will use that with all your players
    2. You can specify the game's id in the shortcode and then I will use your game's actual poster as the placeholder image
    3. If you fail to provide either of these then my default image will be used
    4. ...or you can just autoload the game and not worry about what image to show

    Just trying to make life easier for you while also giving you choice :)
    Always be sure to read my ChangeLogs and ReadMe files... they are far more useful that your run of the mill "Thank you for your patronage. Good buy" readme and change log files :D

    nogame.png

    Check it out here Wordpress Login
     
    Last edited: Apr 17, 2017
  33. MrDude

    MrDude

    Joined:
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    Posts:
    2,569
    Just as a side note... not sure if any of you realised this yet... A while ago I said I was struggling with a choice beween making products/games/whatever that will FORCE you to install WooCommerce on your site because the item in question will only appear as a WooCommerce PRODUCT... or I could make it separate from WooCommerce but then you would be forced to duplicate the product description if and when you decided to add it to your shopping cart solution. I don't want to force WooCommerce down anyone's throat but I hate forcing people to duplicate stuff... so what to do?

    Well, the solution was quite obvious after thinking about it for a while and came as a natural part of what I was doing anyway. Products descriptions are always displayed via a shortcode so both the item/game/whatever's page and the shopping cart both simply write [wuss_game_description gid=21] and there you have it... the product is now displayed in your shop exactly as it is on your product page.

    Now, considering the fact that your product description can look however you want and contain anything you want and be laid out any way you want, you can now also include a demo in your product's description... which, by extension, means that you can now actually give players a playable demo of your game right on the product page of your shopping cart...

    Watch the trailer on YouTube while you wait for the demo to load right below it... :D

    Just thought I'd throw that idea out there... ;)
     
  34. MrDude

    MrDude

    Joined:
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    Posts:
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    Those of you who bought WULogin for MBSCore might be interested to learn that MBSCore just received an update.

    Simply download the latest version of MBSCore and you will find that you now have the ability to show notifications with and without graphics. This can be used to show achievements that were unlocked or as a replacement for the login prefab's StatusMessage messages that announces stuff using OnGUI.

    mbsNotification uses UnityUI so that is a little bonus on that front. You can set the animation speed falloff and the duration of the message on the prefab but that is all the configuration you need to do. The entire system works with one single static function so there is no need to write specialised components to use this or whatever and whatnot... Simply call mbsNotification.SpawnInstance whenever you want to show something and that's it. Done.

    As I said, it's a prefab that uses UnityUI so that means you can change the colour, the size, the layout, the size of the graphic and make it fit your game's look and feel. After you have the prefab looking the way you want (ugly grey by default :p), use it using that single function.

    Enjoy.

    Check out MBSCore on the asset store
     
    Last edited: Apr 24, 2017
  35. MrDude

    MrDude

    Joined:
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    Okay, the asset is in the queue awaiting approval but I think it's gonna take quite a while to get through... First the reviewer will have to create a WordPress website, then install both the WULogin and the new WUMoney plugins then go to Tapjoy and create an account there, create virtual currencies there for iOS and Android, wait for Tapjoy's approval of the currencies and while waiting they need to create placements for their various ads as well as create and link content to those ads.

    Only after all of that is done and they finally get the approval from Tapjoy to use their self managed currency can they then follow the steps in my guide to integrate the Tapjoy SDK and WUMoney both in the Portal and the project. At that point they first need to learn how to use the Tapjoy SDK so they can learn how to apply the changes to their SDK to make mine take over control of the currency. THEN they can run my demo scene and start to test... I expect a long wait... :D

    In any event, so there you have it, the cat is out of the bag. The next product in the WUSS series is on the way and it is simply called Wordpress Money.
    large_image.jpg
    So what is Wordpress Money, exactly, and why would you want it? Simply put, it is the official virtual currency system of the WUSS series and all future products that have anything to do with sales or currency (believe it or not, they are not always related ;) ), this is the currency it will use.

    Wordpress Money offer you two very distinct things. First, it offers you as many virtual currencies as you want, per game. Creating or using a virtual currency costs you absolutely no work at all. There are three functions to learn: FetchCurrencyBalance(), SpendCurrency and AwardCurrency() and to create a completely new virtual currency simply specify a new string as the currency name in the function. That simple.

    WULogin has been updated to scan for the presence of this kit and if it finds it it will ask you for the names of the currencies you use in the game and fetch the balances for you during login.

    Next, Wordpress Money offers you Tapjoy integration into your projects. Tapjoy means showing videos and asking your players to download free games or play up to level X or to buy something on GoDaddy or just tells them "Hey, special on coins today. Click here to see". The WUCred plugin works with the myCred plugin's virtual currencies but that entire plugin's purpose is to drive traffic to your website, nothing more. Wordpress Money lets you show videos to your players, give them virtual rewards for doing so and get paid in cold hard cash in your bank account for them doing so.

    Tapjoy is already available for Unity now and is a completely free plugin to install and use. You can (and I recommend you DO) get the plugin from www.tapjoy.com right NOW but for all it's awesomeness it does have one flaw: All currency earned from Tapjoy is allocated to a device, irrespective of who is currently logged into the game. Imagine how meaningless it is to have the WULogin kit authenticate it is you who is playing ... but when your wife logs in on the same device she gets to spend your money...

    Fortunately, Tapjoy makes provision for this in the form of a self managed currency where you have full control over what happens to the points your players earn when they do any of the things Tapjoy lets them do to earn currency... that is to say IF you have the skill to create a web server to communicate with their servers, authenticate the transactions and then allocate the points to the correct person. Not to mention creating the functions to spend and allocate those points as spendable currency.

    Obviously not everyone has that skill and hiring someone to create you a server like this for every game you create is going to cost you a pretty penny. It might still be cheaper than the alternative which Tapjoy offers you, which is to make use of one of their partners to host your currency FOR you... at a monthly fee, of course. How then could it possibly have been otherwise?

    Enter Wordpress Money... your "install once, use in all games from then onwards" solution. Definitely far cheaper than a monthly subscription fee and as for ease of use... That is probably the best part of all of this: Once you know how to use the TapJoy SDK (which is why I suggest you get your account and your plugin NOW so you can start to play with it and learn how to use it) then integration is so simply you won't even see it coming and it will be done...

    Step one: In the WUSS portal, enter your currency keys under the Money tab
    Step two: Where Tapjoy says you should use Tapjoy.SpendCurrency, you simply say WUMoney.SpendCurrency (same for the other two functions)
    Step three: These functions trigger events that you subscribe to using the Tapjoy namespace. You now need to subscribe to them using the WULogin namespace just like above. Note that while the Tapjoy function identities differ per function, WULogin function identities are identical

    That's it. You are done. I tried so hard to make the transition as simple as possible for you that I even took all the placement registrations and tests and functions that you have to create for each placement and made it into a component where you just drag it onto a game object, select a value from a drop down list and I take care of all the rest. All you still need to do is call ShowPlacement() when you are ready for it. That is all.

    And there you have it. The next kit in the WUSS series: Wordpress Money. Unlimited virtual currencies and a means of putting money into your pocket by giving your players virtual currency without charging them any money out of their pockets. Win win if ever there was one.

    Also, as a late addition to the kit I also added one extra feature, just in case someone wanted it (which I am sure many are going to want to do)... if you already show ads via someone else and simply don't WANT to use Tapjoy in your game, no problem. Open up the Player preferences in Unity and in the inspector modify one field and Tapjoy is entirely removed from the project. You don't even have to install the Tapjoy SDK to avoid compilation errors. You can simply use WordPress money, free from Tapjoy completely.

    For more info see the product page here: http://mybadstudios.com/wordpress-systems/wumoney/
    and view the FAQ here: http://mybadstudios.com/wordpress-systems/wumoney/wumoney-faq/
     
  36. MrDude

    MrDude

    Joined:
    Sep 21, 2006
    Posts:
    2,569
    WULogin updated:

    - Fixed WordPress Money support by supporting new currency name format
    - Added the option to set the size of the Gravatar that is returned
    - Now store Gravatar as both Texture2D and Sprite
    - Added events to notify you when the Gravatar image has been fetched
    - Register to either onGravatarTextureFetched or onGravatarSpriteFetched
    - Apple plans to remove all support for HTTP. This causes a warning when fetching the Gravatar
    Gravatar is now fetched via HTTPS to avoid this warning and to future proof WULogin
    - Updated demo scene from OnGUI to UGUI and use the Gravatar Sprite as the new button to open the PostLogin menu

    WULogin for core users got a new feature earlier this week. Added that new functionality into WULogin also.
     
  37. MrDude

    MrDude

    Joined:
    Sep 21, 2006
    Posts:
    2,569
    Well here is an announcement I bet nobody saw coming :D

    As of today I will no longer be selling my assets exclusively on the Asset Store. As of right now all my assets can be bought directly from my website also. There is one little catch, though... the store on my website only accepts BitCoins as payment method. To use PayPal, simply follow the product links to the asset store exactly where they were before... but if you can't or don't want to use PayPal then I now offer you an alternative in the form of BitCoin payments.

    So yeah, this makes me another (or only? Surely I can't be the only one?) BitPay accepting source for quality Unity assets! :D

    That is the first part of the news. Secondly, I will be running a permanent promotion on my own store. I will not be actively advertising this piece of info but I will mention that here on the forum and on my Facebook page so if you read it, congratulations, loads of discounts in your future :D So here is the deal... ALL my assets, WordPress and otherwise, everything in your cart qualifies for 25% discount starting today as long as the order value is at least $50. Just use voucher BITCOINPROMO and you are good to go.

    Finally, I am still waiting for the Asset Store to approve the WordPress Money asset but it is available on my store right now in case you are itching to get your hands on it! :D

    So yeah, my long lost store has found it's way home. Feel free to have a lok around at https://www.mybadstudios.com/shop/
     
  38. MrDude

    MrDude

    Joined:
    Sep 21, 2006
    Posts:
    2,569
  39. MrDude

    MrDude

    Joined:
    Sep 21, 2006
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    Short description:
    WordPress Money allows you to put virtual currency in the hands of your customers while putting real money into your bank account but without having to take that money from your customers.

    You give them points, you count the money in your account and everybody is happy. That is, of course, if you make use of the monetisation features that this kit includes. Doing so includes a fair amount of leg work and numerous steps to be carried out rather precisely... but the rewards are worth the effort, I reckon.

    On the other hand, if you are simply looking for a a way to add virtual currency to your game with the minimal amount of fuss, this kit has you covered also. Simply install WULogin or WULogin for MBSCore then install WordPress Money. Go to PlayerSettings and under the custom defined symbols simply remove WUTJ. Done. You are now ready to start using your currency. No further configuration is required. In the demo you will see I have included 3 currencies: Tapjoy's points, credits and pebbles and the way you use them is by simply adding their name to the function when you use it. For instance, to create a new currency called ChickenFeathers and give the player 10 of it, just do this:
    Code (csharp):
    1. WUMoney.AwardCurrency(10, "ChickedFeathers");
    That simple. I prevent purchases when the player does not have enough currency and create new virtual currencies for you as you start using them.
    Life just got simplified...

    Enjoy :D
     
  40. kayke

    kayke

    Joined:
    Oct 21, 2015
    Posts:
    42
    On the wordpress WUSS_Portal there is no GLOBAL_DATA to select in the drop down. Any Idea?
     
  41. MrDude

    MrDude

    Joined:
    Sep 21, 2006
    Posts:
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    Hi kayke

    That depends on what you mean by global data. As I created the system you can store your data in 3 ways:
    1. Data for the current user, stored for a specific game
    2. Data for the current user, shared between games
    3. Data shared by all users

    Additionally, you get to specify categories under which that data is stored but categories are optional. If you use them then they will be shown but if you do not specify a category then the category is displayed under the heading "Global Settings"

    Data stored as type 1 above, is done by storing the data under the game's ID value as per the prefab settings (also the default setting) Here you will be presented with the name of the game to select in the "Select game" dropdown
    Code (csharp):
    1. WUData.UpdateCategory("", data); //Global Settings for current game
    2. WUData.UpdateCategory("CategoryName", data); //Stored under category name "CategoryName"
    Data stored as type 2 above, is done by storing the data under game ID 0 since WUSS will never assign 0 as a game's id. When a PLAYER has data stored under GAME ID 0, that shows up as "GLOBAL DATA" in the "Select Game" dropdown
    Code (csharp):
    1. WUData.UpdateCategory("", data, 0); //Global Settings for GLOBAL DATA for the selected player
    2. WUData.UpdateCategory("CategoryName", data, 0); //GLOBAL DATA category for the player
    Data stored as type 3 above, though... that I don't currently display on the WUSS Portal, no. It is something I am aware of and something I intend to add to a future update.

    If you look at the heading of that page you will notice it is called "User Data Management" and this is what this kit was originally designed for: Storing user's data. Due to popular demand I extended the kit to allow for GAME specific settings also rather than USER data only. I do this via the new "Shared" variation of the normal functions and store the data as before, but under user 0 since WordPress will never create a user with id 0. This also poses a slight problem for me since I can't actually "select" user 0, since that user doesn't exist.

    Slight speed bump but one that will be addressed, have no fear. For now the portal has a User Data Management system but doesn't offer a fancy interface for Game Data Management. Data stored for games will have to be edited via phpmyadmin or programatically for the time being, unfortunately.
    Code (csharp):
    1. WUData.UpdateSharedCategory("", data); //Global Settings for all users to share
    2. WUData.UpdateSharedCategory("CategoryName", data); //Categorised data for all users to share
    Screen Shot 2017-05-12 at 10.08.46.jpg
    Screen Shot 2017-05-12 at 10.09.46.jpg
    Screen Shot 2017-05-12 at 10.11.48.jpg
     
    Last edited: May 12, 2017
  42. eloiii

    eloiii

    Joined:
    Jan 18, 2016
    Posts:
    6
    Hello,
    I've purchased WULogin and I've successfully used few times, including in a webGL player in a website. But now I'm trying to do it and it just doesn't work.
    I am using the WULoginUGUI prefab with the correct Game_id, the url, the GET method and without the security string. I've correctly installed the wordpress plugin and is working fine in the editor...
    But it just doesn't work in the embedded webGL player in my website. It says:
    "Connection error: Unknown error." The error appears when the game finish loading, and then when I submit the user and password.
    I've tried to switch to Post method, to include the security key... and I always get the same error.

    Could you help me please?
    I am using Unity 5.6.1f1 and WULogin 3.2.1.1

    Thank you!
     
  43. MrDude

    MrDude

    Joined:
    Sep 21, 2006
    Posts:
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    I have never liked WebGL and continue to like it less and less. :( My kit doesnt have many error messages of it's own. Most of the time it just reports back whatsver the website told it. "Unknown error", super useful, huh ? :(

    Unfortunately this means I have no clue where to even begin looking for sn answer other than this: Make sure the game is setup to connect to a database on the same domain where it's placed. CORS simply does not work.

    Here is another test you can do: Go to the website and log in. Now go to the game and you should not have to log in via the game since you are already logged in.

    Before I can help we need to determine the problem. To this end, you need to check the console output of your browser. There you will see warnings and errors and hopefully something in there will give us a clue as to why it decided "I'll work most of the time but for this game I think I'm gonna go on strike"

    Good luck
     
  44. eloiii

    eloiii

    Joined:
    Jan 18, 2016
    Posts:
    6
    Thank you for your reply.
    The webgl player is in the same domain as the WP database, so this shuldn't be the problem.
    I will check the browser console and I will check If it asks for login if I am already logged in in wordpress.
    Could it be that something has been changed from unity 5.6.0 to 5.6.1?
    Well, I will check.
    Thank you
     
  45. eloiii

    eloiii

    Joined:
    Jan 18, 2016
    Posts:
    6
    Ok, I am very disconcerted because the origin of the problem was very silly: the browser doesn't like the "www" between "http://" and my domain. I've just deleted the "www" on the "Online_url" WPServer field and it works perfectly. Maybe it's me, but I think it is crazy!
     
  46. MrDude

    MrDude

    Joined:
    Sep 21, 2006
    Posts:
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    Actually that is a very common thing and I have had so many people have trouble with that that I actually answer that question in the WULogin FAQ ( https://mybadstudios.com/wordpress-systems/wulogin/wulogin-faq/ )

    the thing that really is crazy (or let's call it what it is, it's STUPID) is that the error you got was "Unknown error" when any other platform would have told you "Necessary data rewind was not possible". If only your browser gave you a more meaningful error message I could have had you sorted ages ago...

    For detailed information, see the FAQ. But just to keep it simple:
    Unity's networking classes don't like it when your response does not come from the URL you gave it. Most people think that "www" is just "one of the ways how you access a webpage" and that you can even skip it entire and just type in "google.com" for example and "the internet will just know" that it should add www to the url. Fact of the matter is that www is a subdomain just like any other subdomain and every server can make www point to anywhere they want. Most sites would either make "site.com" redirect to "www.site.com" or would redirect to the url without the "www". When you create your WordPress website it uses the URL you typed to get to the setup page as the URL of your site. If you typed in www then Wordpress will make all the pages it loads have www. If you did not then WordPress will make sure that none of the pages it links to has it...

    I said I was going to keep this short and now I've rambled far too much... :D Point is, Unity does not like it when you send a request to x.com and get a response from y.com. If your website redirects you to the www version of the url or to the version without the www it will most likely send back a status of 201 in the response header instead of the expected 200 and as soon as that header is set it doesn't matter that everything worked 100% as it should have and that the data that was returned is valid and what you expect it to be... As soon as Unity sees a status of 201 it considers it an error and that is all there is to it...

    the exact same thing is true for http and https also. If you sent the request to one and the other one sends back the response to Unity it is most likely that Unity is going to say "Wait, you can't do that"... it's just how Unity works, unfortunately. The secret here, as you have discovered on your own, is simply to use the correct URL in the prefab... Make sure you don't get redirected between making the call and getting the response and you are all good.
     
  47. eloiii

    eloiii

    Joined:
    Jan 18, 2016
    Posts:
    6
    Ok, I see it was me that I did it with no that much attention on it. Anyway, thank you very much for your quick answers and your detailed explanations. I apreciate it, really.
     
  48. MrDude

    MrDude

    Joined:
    Sep 21, 2006
    Posts:
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    Absolutely no problems, mate :) :D
    Enjoy
     
  49. shwa

    shwa

    Joined:
    Apr 9, 2012
    Posts:
    461
    Hi,
    I bought this a while back. About to try it. Will it work in OSX and WIN Standalones for desktops? thanks.
     
  50. MrDude

    MrDude

    Joined:
    Sep 21, 2006
    Posts:
    2,569
    Hi Shwa

    This kit works on anything that can use the WWW class... which basically means "everything" ;)
    If your device has an internet connection then this kit will work with it.

    I was quite surprised to find out last week that the only exception to that rule was working also. WebGL builds that run across domains, Unity and the Web Browsers don't like each other. My attempts to setup CORS proved fruitless and my talks with the guys at Unity themselves all led to the same conclusion: Don't do it. Upload the WebGL build to where you are going to use it and then run it. Do NOT try to run it on your local system and have it use your online database.

    Well, turns out that worked just fine for me this week. I didn't even open it in localhost, just double clicked the index.html and connected to my site directly and it worked perfectly. I wonder if using an HTTPS url caused it to work... Will have to do some experimentation with that but yeah, if it can connect to the internet, the kit will work.

    Enjoy