Nonoba Payment Suggestions
zproxy berkata
lama dahulu | Post #2Additionally the shop item could be described by metadata/attributes just like server options.
Chris berkata
lama dahulu | Post #3Hi Mintman
We are working on the serverside API to be able to access shop items.
Regarding one-time used resources each purchase has an ID attached to it. You can use the data API to determine which items have been bought already.
/Chris
We are working on the serverside API to be able to access shop items.
Regarding one-time used resources each purchase has an ID attached to it. You can use the data API to determine which items have been bought already.
/Chris
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mintman berkata
lama dahulu | Post #1That being said, I have a couple of suggestions for Nonoba Payment.
1.
I'm working on a multiplayer game which also has the potential for shop items.
I'd like to check if players own a particular item without resorting to sending a message for the client to check. That is, I want to be able to check for a purchase serverside. Correct me if I'm wrong, but I don't see any way to do this.
Not a big deal, because I can just find out through the client, but it would be a nice feature to have.
2.
I'm imagining a scenario: I have a one-time use "resource" which players will consistently want to buy more of, say grenades for a platform-action game, or gold for an RTS.
The way the store is laid out, I see no real way to accomplish this. (Again, maybe I'm just missing something.)
The simple solution would be a way to remove items which have been bought - then I could do the following:
Once the player logs in, I check to see if he has purchased a Bag O' Pineapples. If he has, I call SetData("grenades", GetData("grenades) + 5) for the player, adding 5 more grenades to his collection. Then, I remove the item, so that they don't consistently gain 5 more grenades.
I can see potential abuse of the "remove store item command," but it would help in such a situation.
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Anyway, this site looks extremely promising. Keep up the good work.
Thanks,
mintman