fathamburger

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  1. Hey guys, I'd like to tell you all about Enjin Coin (http://www.enjincoin.io) which is just finishing up a successful crowdsale and is now on the next step of outreaching out to game developers for adoption and early partners as they ramp into development and begin prepping SDK's to be released within the next 3-6 months. Whether you are already crypto-literate or are already knowledgeable about crypto, we're looking for a mix of both new and crypto-experienced devs and we need some of those newbie questions (we wrote an explainer but it may not be enough) as well as getting some of those issues out of the way for those that may have heard some bias or FUD about cryptos. The main goal of this post is to find potentially interested developers that might be at a stage where they can at least start thinking about integrating cryptocurrency into their games and starting to tackle some of the hard questions about what that may entail. If you're interested, please comment in this thread and leave details on what game/company you're with your role. Some key talking points / FAQ's before we start. I also wrote up a more detailed but general audience intro for them here * APIs - These are being prepped for all major languages, Unity, Unreal etc. Early integrations are in the works for Minecraft (leveraging off of existing tools Enjin already has for Minecraft) and others are being looked into for games like ARK and others but the SDK's will be free for any developer to pick up and integrate. * RMT - EnjinCoin is NOT a platform but rather a secure framework that all parties, whether they are devs or gamers to have the same power to build trade on their own and also build smart contracts (write code) to handle simple one off bets or trades with escrow to being the underlying infrastructure to build their own platform similar to an OPSkins that can trade both in crypto and RMT * Gamer rights - Those passionate about gamer rights in terms of REAL ownership will note that in this model, the game looks up the ownership data from the users/Enjin blockchain network and not the other way around. No more buying the virtual good/DLC and instead end up buying a license that can be shut down by the developer or an account ban at any time. A game account would reference a user but a user's ownership would be independent of any game accounts so in the event of any.. shenanigans, ownership once acquired would stay on the user end * Partial or single item implementation possible! - It's a big dev investment to ask for anyone to think about integrating anything as ambitious as this especially at an early stage where everything has yet to be battle tested. The great news is that you dont have to do the work for trash loot. You can start with just the rare items or even some one-off items if your game is already live and see the response. Arguably this is a more effective implementation plan anyway as it keeps a lot of unnecessary transactions off the blockchain/network * Commissions and Fees - Enjin 100% supports zero trade transaction fees if developers or users trading among themselves wish it so. Fees are settable by developers. Enjin is launching soon with token exchanger that is a key step for converting into fiat (real cash) or other cryptos. They're not making 20-30% like Apple, the fees are more like single percentage pts or fractions of those. The system will allow developers to create a similar set up and also set their own fees for similar conversion independent of any percentage going to Enjin. A high level gamer friendly explanation can be found here while more specific details on the crypto workings and the exchanger token are explained in this article here * Economics??? - That one's not for me to explain but Enjin's CTO started to explain things in this blog PS I'm not directly with Enjin but I'm someone who used to be more active with gamedev (hence this is a very old account) but I now work with a blockchain marketing agency and we played a role in some of the success that the crowdsale has had My name is Munly Leong and I also wrote some of the articles on the Enjin blog. The campaign is largely wrapping up but this dev outreach is the last thing I'm doing for them. I'm also not Lilia, their community manager below This promo video is also a bit of a mockup as to how it might actually work in game. Note the game could be a simple platformer and not necessarily a full blown virtual world or MMO economy. Enjin could unite multiple and maybe all game economies eventually whether they are large or small. That is the vision
  2. This is great stuff. Really helpful. I would not have thought of creating accounts (i.e. an agency user) or debugging as being wishlist features myself. As for whether Enjin will be just as half assed? maybe, maybe not. However the developers are highly aware of many of the common issues plagueing payments in general but they are also a more tightly focused team whereas Facebook has the Microsoft problem i.e. building very generally. As for the FB/Unity SDK Changes, are you talking about stuff completely deprecated? or stuff they have to leave out until they update for newer interfaces or dependencies? I would think that just relates to good general software architecture i.e. factory design pattern and other similar such techniques. I'm really fishing for specifically badly designed payment solutions or particular issues, whether unintentional or from lack of experience i.e. team has fintech but not gaming background or something
  3. In-game payments implementation PITA/hell

    yeah they leave out specifics but we bitch about specifics of engines and so on all the time. The strongest opinions though are where things have already gone south and someone's abandoned something in disgust and sworn "never again", those are the ones I'm looking for the most. Ive experienced quite a few that made me quit browser games in disgust right at the point of monetization espec for things like offers, those make good stories too.
  4. Hey guys, I'm writing an article on behalf of a client, EnjinCoin (enjincoin.io) about the current hell of payments. Both technical (which I'm asking about here) and on the business end and I'm asking for opinions or past experienced What are some of the worst payments solutions/implementations you guys have to deal with? Looking for strong opinions. I've heard google play is a PITA and isnt a onestop shop. What are some good examples as well as bad? what are some things you wish you had or would happen? and yeah I'm also a developer so feel free to get into the weeds on code, API's etc on the rants. I used to be more active in gamedev myself and this is part of a long mulltistep plan to earning/self financing my way back lol. Can discuss here without the details but would also love 1-3 on the record statements if I can get them. Have already gotten some complimentary EnjinCoins okayed as thanks for anyone's time in participating, the specifics we've yet to agree on. For anything on the record, but not so public you can also email me at munly@vanbex.com
  5. Hey guys, I'm writing an article on behalf of a client, EnjinCoin (enjincoin.io) about the current hell of payments. Both technical and on the business end (which I'm asking about here) and I'm asking for opinions or past experienced Some examples might be * Getting stuck with some horrid plugin or external interface that you have to use, no real API that you can create your own controls or skin around * Chargeback hell * Long delays in processing or getting refunds on behalf of customer * Anything pain points or features you wish current things do, but dont do or do horribly. * Offer and video ad/interstitial ad rants are good too. I know most of wish we had a better alternative (EnjinCoin potentially could be that) What do you guys think are the best go-to's for payments right now? or best practices Also I used to be more active in gamedev myself and this is part of a long mulltistep plan to earning/self financing my way back lol. Can discuss here without the details but would also love 1-3 on the record statements if I can get them. Have already gotten some complimentary EnjinCoins okayed as thanks for anyone's time in participating, the specifics we've yet to agree on. For anything on the record, but not so public you can also email me at munly@vanbex.com
  6. [.net] ODE.net samples build probs

    ARGH. Utterly guilty as charged on reading something and seeing what I want to instead of what is written. 2004! Yes I've seen your port, but thanks for providing a working sample. I already tried linking your port to his examples. Definitely know its the SDK problem now (along with missing assemblies relating to other probs I've been having..)
  7. [.net] ODE.net samples build probs

    I don't want to use what look like yet another engine project, quite simply just want the ODE.net wrappers to build and run correctly. Building is no problem, but at runtime it asks for that weird runtime version whch I've never seen anywhere.
  8. http://www.thejamesrainenetwork.co.uk/ode/samples/odesamples.html Anyone have trouble getting these to build? apparently these require a weird version of the Microsoft.DirectX assembly 1.0.1901.0. This is supposed to have come with either October or December SDK's but no go on them either. It's not that version. The only runtime it'll take is 2.0 beta, but has half the assemblies missing and the rest conflict when I add the older ones. Any ideas?
  9. Hi, I just created a new project in vs2005, added a new form (empty form), cut and pasted some code over. When executing this form starts up a command prompt as well as a window, didn't use to do this in vs2003. Is there some new default property I need to change?