Requesting a script that can communicate with gamejolt's acheivement server.

deathsia

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I'm surprised this script hasn't been requested more and if it has, why it hasn't been answered yet.

For those of you who are unaware of gamejolt, it is an indie-game site for game makers such as ourselves to showcase our completed works.

http://gamejolt.com/developers/achievements-new/

That is the link to the landing page that will allow you to see and understand how it works.

Honestly, I'm not sure why this hasn't been made yet but I would love it if someone would make one please.

If one has already been made, please direct me to it asap.

FYI: I am aware of the achievement script that does exist already but it only displays locally in game and NOT on gamejolt's website as it is designed to work in game. I am wanting a script that works with gamejolt's achievement system.

UPDATE: AN API HAS BEEN FOUND!

But I suspect this is far from plug and play and a custom script will need to be built using this demo's API.

LINK TO THE DEMO

I hereby update this request to creating a script using the information provided from gamejolt's website and this demo's script to create an API. Given the fact that the demo provides EVERYTHING needed to create a proper API script, this should be cake now, even for the "casual scripter" as it were.

I know I'm making this sound FAR MORE COMPLICATED THAN IT IS so please don't look at this post and automatically go"NOPE,NOPE,NOPE!" before at least taking a look at the Demo. ^^;
 
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Shaz

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That would include an online or client/server aspect, which is probably why you've never seen it before :)
 

deathsia

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That would include an online or client/server aspect, which is probably why you've never seen it before :)
Well it's gotta be possible. I've seen an autopatcher script for VX that works as an online update tool.(no idea how stable it is) but given that exists, I'm sure this isn't out or range by any means.
 

Shaz

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I didn't say it wasn't possible. I said the complexity is probably why it hasn't been done (and published). And also probably why only a few scripters will be likely to consider this request ;)
 
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deathsia

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I didn't say it wasn't possible. I said the complexity is probably why it hasn't been done (and published). And also probably why only a few scripters will be likely to consider this request ;)
What do I gotta do? commission it so that the rest of the community can benefit? >.<
 

Shaz

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Just wait and see if anyone takes you up on it. If you WANT to commission it, say so and I'll move this over to classifieds. Otherwise just hold on until a few other scripters get a look at the request :)
 

Tsukihime

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There are several net related scripts, but there's probably not enough examples for a casual scripter to want to learn how to HTTP.
 
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deathsia

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There are several net related scripts, but there's probably not enough examples for a casual scripter to want to learn how to HTTP.
So my chances of getting this via request are very low I take it?
 

Engr. Adiktuzmiko

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IMHO, yes... and I think even if by commission it won't be really easy...


and by looking at the page, to do it you must either know any of these languages or use any of these tools:


C / C++


C#


ActionScript 3


Game Maker


Game Maker: Studio


Unity


Java


Python


Construct 2


Construct Classic


Blitz


PHP


so I guess for RM, the way would probably be a C++ dll which you will call via RGSSx
 
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whitesphere

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At a high level, doing HTTP is as simple as creating a string and sending it to port 80.  The string would have the following format:

POST <string>

So, the example looks like this:

Step 1: start with this string: api/game/v1/trophies/?game_id=32&username=CROS&user_token=123456&achieved=true<private key>

Step 2: Create an MD5 or SHA1 checksum of the string from Step 1.  This is the painful part.  Ruby does provide native MD5 support via 'require digest/md5', but RPG VX Ace runs each Ruby script in a sandbox, which does NOT have access to any 'require' mdoules.  It does this for obvious security reasons. 

Step 3: add &signature=<md5 checksum> to the end of the string.

Step 4: Connect to Port 80 on gamejolt.com and send it the string.

The example Ruby code is at this link:  http://bytesofpi.com/post/24592780094/creating-a-hash-checksum-for-an-external-file-in-ruby

But, as you can see, it requires 2 external modules (each 'require' line) so it will not work out of the box.  

So that's probably why nobody's done it.  It requires rolling an MD5 or SHA1 calculation algorithm and then doing the not too difficult network communication.
 

Mouser

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At a high level, doing HTTP is as simple as creating a string and sending it to port 80.  The string would have the following format:

POST <string>

So, the example looks like this:

Step 1: start with this string: api/game/v1/trophies/?game_id=32&username=CROS&user_token=123456&achieved=true<private key>

Step 2: Create an MD5 or SHA1 checksum of the string from Step 1.  This is the painful part.  Ruby does provide native MD5 support via 'require digest/md5', but RPG VX Ace runs each Ruby script in a sandbox, which does NOT have access to any 'require' mdoules.  It does this for obvious security reasons. 

Step 3: add &signature=<md5 checksum> to the end of the string.

Step 4: Connect to Port 80 on gamejolt.com and send it the string.

The example Ruby code is at this link:  http://bytesofpi.com/post/24592780094/creating-a-hash-checksum-for-an-external-file-in-ruby

But, as you can see, it requires 2 external modules (each 'require' line) so it will not work out of the box.  

So that's probably why nobody's done it.  It requires rolling an MD5 or SHA1 calculation algorithm and then doing the not too difficult network communication.
Close, but no. Step 4 is the difficult, as in nigh impossible part. RGSS does not have a socket class (and no, you can't simply "require" one). Without that, you aren't talking to anybody. You could write to a file, and have an external program read that file and send it to the website. But doing it direct from the game? Not gonna happen. 

It is possible... It's just not worth the work involved when there are so many other choices that can do it out of the box. For the commission you could probably buy yourself a copy of Unity Pro with change left over for a game full of assets.

Edit: To be clear on why it would be so expensive - rolling that script would give you the ability to create multiplayer games (if you can send, you can listen). That's a HUGE advantage over everyone else making RPG Maker games in the marketplace. That a lot of DISincentive to let anyone else have that script - especially if they thought it might end up out in the wild.
 
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Archeia

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It's definitely possible since I know Fomar has online achievements with his games with Indrah. But it's directed to his server.
 

deathsia

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Here's a socket class

http://forums.rpgmakerweb.com/index.php?/topic/15009-http-network-library/

There's another one that points to a higher-level API.
You are freaking epic Tsukihime! Now if properly configured, this should allow my game to communicate with gamejolts achievement server right?

Edit: Okay, I'm already banging my head against the wall here...

I don't understand a lick of this. Would I need to find someone to create an API script like seen in this demo? Or is it as simple as changing a few things here and there?

Simple case and point since we have an official source for HTTP socket connection scripts, I'll update the OP to include the link to this demo and asking someone to create a gamejolt script to communicate with the server.
 
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Mouser

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