Basic Integration
1.
Download the file below.
2.
Launch GameMaker.
3.
Click Tools > Import Local Package, then select the downloaded file.
4.
Click Add All to select all resources, then click Import.
5.
Double-click Extensions > StovePCSDK.
6.
Double-click StovePCSDKGM.dll, then click Macros.
7.
Enter the required information in the Macros window that appears.
키 | 값 | 비고 |
STOVE_ENV | “Live” | This is an environment variable. Keep it set to "Live". |
STOVE_APP_KEY | “” | Enter the product's Application Key. |
STOVE_APP_SECRET | “” | Enter the Application Secret for the product. |
STOVE_GAME_ID | “” | Enter the game ID of the product. |
STOVE_LOG_LEVEL | 2 | This is the log level. Set it to 4 for debugging, otherwise keep it at 2. |
STOVE_LOG_PATH | “” | This is the log file creation path. Typically, leave it blank. |
8.
Add obj_StovePCSDK to the first room the game enters (e.g., splash screen).
9.
The basic setup is now complete.
Ownership Disposition
•
If you wish to automatically terminate the game in case of abnormal execution, please replace the code below in the obj_StovePCSDK > Async - Social area.
var m = async_load;
if (m[? "event_type"] == "stove_on_init_complete") {
stove_get_user()
}
if (m[? "event_type"] == "stove_on_error") {
var function_type = m[? "function_type"]
switch (function_type)
{
case StoveFunctionType.Init:
case StoveFunctionType.GetUser:
case StoveFunctionType.GetOwnership:
game_end();
break;
}
}
if (m[? "event_type"] == "stove_on_user") {
stove_get_ownership()
}
if (m[? "event_type"] == "stove_on_ownership") {
var owned = false;
var entries = m[? "entries"]
for (var i = 0; i < array_length(entries); i += 1){
var entry = entries[i]
// Owned: 1, Refunded: 2
if (entry[$ "ownership_code"] != 1)
{
continue;
}
// Base Game: 3, Demo: 4, DLC: 5
if (entry[$ "game_id"] == STOVE_GAME_ID && entry[$ "game_code"] != 5)
{
owned = true;
}
}
if (!owned)
{
game_end()
}
}
C++
복사
Achievement Unlock
•
If you wish to unlock an achievement, please insert the code below in the desired section.
stove_set_stat("STAT_NAME",1)
C++
복사
Note: You must enter the stat ID, not the achievement ID!







