Plimus / Torque Integration
by Chris Jorgensen · in General Discussion · 05/21/2008 (9:23 am) · 3 replies
Has anyone here played with integrating the Plimus API into Torque? I wrote some console wrappers and integrated it into TGB last night. But it seems to hide the mouse when the Plimus dialogs pop up. So I thought I'd see how others have done it.
Ultimately, I think I could put the wrappers together with whatever knowledge I've gained here into a developer resource.
Ultimately, I think I could put the wrappers together with whatever knowledge I've gained here into a developer resource.
About the author
Owner of Cascadia Games LLC
#2
What would implementing it with Torque mean, out of curiosity?
05/21/2008 (11:12 am)
I searched for Plimus and found a website with something to do with online marketplaces, or sales, etc...What would implementing it with Torque mean, out of curiosity?
#3
Here's what I've got going. When a user hasn't verified in-game that he's bought the full version, it's got an internal flag that keeps it in demo mode. When the user enters the key and Plimus' service verifies the key is valid, then the internal flag is flipped and now the user gets the game's full mode. I store the flag value in an encrypted external file. The bonus there is that if a player buys the game, then goes offline, that he doesn't have to connect to Plimus after the first key verification.
Previously, I'd been working on a custom solution. But seeing as how Plimus is so big with indie game developers, I thought this would be a better route to go. So if there are people with some experience, I'd love to see it posted here. :)
05/21/2008 (11:58 am)
What you do is include their lib in your source build and their dll with your executable. Then you can write some Console wrappers around their API, which has things like a key prompt that will pop up if the user hasn't registered the software. You can use it to verify they've purchased your game. Wrapping their API was easy. But it's got the aforementioned mouse glitch.Here's what I've got going. When a user hasn't verified in-game that he's bought the full version, it's got an internal flag that keeps it in demo mode. When the user enters the key and Plimus' service verifies the key is valid, then the internal flag is flipped and now the user gets the game's full mode. I store the flag value in an encrypted external file. The bonus there is that if a player buys the game, then goes offline, that he doesn't have to connect to Plimus after the first key verification.
Previously, I'd been working on a custom solution. But seeing as how Plimus is so big with indie game developers, I thought this would be a better route to go. So if there are people with some experience, I'd love to see it posted here. :)
Employee David Montgomery-Blake
David MontgomeryBlake