Flash Truth

…about flash gamedev and business

Integrating GameJacket in your game

Hello again. I’ve read a lot of people complaining about the difficulty of integrating GameJacket in their games. I had a lot of problems when I did it the first time, biggest of all was that I assumed it worked just like MochiAds, meaning, it was a preloader. That is the biggest misconception about GameJacket and it’s what causes most of the difficulties developers complaint about. It’s not the technology itself, but rather our understanding of it. So here goes the tech crunch.

How does it work?

GameJacket serves as a wrapper for your game. What this means is that the file GameJacket distributes is not your game, but rather their loader that wraps your game. I don’t know why GameJacket decided to do it this way, but it addresses one of the major problems with other advertising networks: it is pointless to decompile the wrapper because the game itself won’t load without it.

The code that is delivered with the instructions has one and only one objective: to prevent the game from being ran without being called by the wrapper. This is a good thing: it assures you will get the play from wherever the game is. In case you are wondering, there are portals that will decompile your game, rip your logos and advertising code and post it as if it was a non-exclusive license. This prevents it.

So… what about the preloader?

You will have to write your preloader to all games that you want GameJacket to go with, but that shouldn’t be a big deal really, that’s something you should always consider anyway. To make it simple: write your preloader as if you were releasing the game without advertising; insert GameJacket’s classes and code as explained in the documentation; make the success event trigger your preloader graphics and finally make the failure event go to a nice message box that says where people can get a legitimate copy of your game.

The workflow of all this is?…

As I explained, the distribution file is not your game, but rather a wrapper. When it is loaded from a site it will show the ad and when the “Play” button is clicked, it will load your game. When your game is loaded, the code you inserted will confirm if the game was loaded from the wrapper or not. It will either launch a success event, launching your preloader, or a failure event, showing the message you want.

The good: Version control, more difficult to rip your game ads
The bad: Well, we are kind of used to have Mochis preloader

Hope this helps!

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December 19, 2008 - Posted by | Advertising Networks, Monetizing, Technical | , , , , , ,

2 Comments »

  1. Hi,

    Interesting post. I would like to add to this however..

    Im one of the Dev’s at GameJacket and we have had a preloader built into the GameJacket system since the 28th of November, see this post: http://support.gamejacket.com/forums/19376/entries/15300

    We are also working on many other features that will make it easier and more powerful to use in the future. We generally announce our new tech features on our support site here: http://support.gamejacket.com/portal

    Cheers,
    Mike Cann

    Comment by Mike Cann | January 9, 2009 | Reply

  2. Nice comment, thanks for the input and I stand corrected!

    Comment by flashtruth | January 9, 2009 | Reply


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