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Wortal SDK for GameMaker

Installation

  1. Install the Wortal extension from the GameMaker Marketplace
  2. Navigate to Included Files -> wortal_index.html and replace the JS file path with your game's.

    1. Extract the .zip archive that results from the GameMaker build.
    2. Open index.html and locate the following line near the bottom: <script type="text/javascript" src="html5game/yourgame.js?DBDYB=830673173"></script>
    3. Copy this line and save it somewhere.
    4. Open wortal_index.html and locate the following line near the bottom: <!-- CHANGE THIS TO YOUR GAME's PATH -->
    5. Replace the line below it with the code copied from Step c.
  3. Navigate to Game Options -> HTML5 -> Advanced -> Included file as index.html and change this option to wortal_index.html.

How to Use

Ads

API Reference

Interstitial ads can be shown at various points in the game such as a level end, restart or a timed interval in games with longer levels.

// Player reached the next level.
wortal_ads_show_interstitial("next", "NextLevel");

// Player paused the game.
wortal_ads_show_interstitial("pause", "PausedGame");

// Player opened the IAP shop.
wortal_ads_show_interstitial("browse", "BrowseShop");

Rewarded ads can be shown too. These are longer, optional ads that the player can earn a reward for watching. The player must be notified of the ad and give permission to show before it can be shown.

// This example shows the game flow independent of the outcome of the ad.
// Ex: Player gets bonus coins for watching the ad, but the game continues regardless of the outcome.
wortal_ads_show_rewarded("BonusCoins");

// This example shows the game flow depending on the outcome of the ad.
// Ex: Player dies and can revive by watching an ad, but if they skip the ad they lose the level.
wortal_ads_show_rewarded("ReviveAndContinue");

NOTE: Players should only be rewarded in the adViewed callback.

Analytics

API Reference

The Analytics API can be used to track game events that can help better understand how players are interacting with the game. This data will be available for viewing in the Wortal dashboard.

// Logs the start of the level.
wortal_analytics_log_level_start("Level 3");

// Logs the end of the level. Will track the time spent playing the level if the name matches
// the name of the last logLevelStart() call.
wortal_analytics_log_level_end("Level 3", "100", 1);

// Logs a choice the player made in the game. This can be useful for balancing the game
// and seeing what content your players interact with the most.
wortal_analytics_log_game_choice("Character", "Blue");

Context

API Reference

The Context API is used to connect players and allow them to interact in the game session, share their content and send messages to each other.

// Invite a friend to play the game.
payload = {
    image: "data:base64image",
    text: "Invite text",
    cta: "Play",
    data: { exampleData: "yourData" },
}

wortal_context_invite_async(json_stringify(payload));

// Share your game activity with friends.
payload = {
    image: "data:base64image",
    text: "Share text",
    cta: "Play",
    data: { exampleData: "yourData" },
}

wortal_context_share_async(json_stringify(payload));

In-App Purchases

API Reference

The In-App Purchases (IAP) API is used to provide an interface for in-game transactions on the platforms. This process will differ based on what platform the game is being played on, but the API remains the same.

// Get the catalog of products the player can purchase.
wortal_iap_get_catalog_async();

// Purchase a product.
purchaseConfig = {
    productID: "my_product_123",
}

wortal_iap_make_purchase_async(json_stringify(purchaseConfig));

Leaderboards

API Reference

The Leaderboard API gives the game access to the platform's leaderboard functionality. This is where you can track player's scores and compare them to other players.

// Get the top 10 entries on the global leaderboard.
wortal_leaderboard_get_entries_async("global", 10, 0);

// Add the player's score to the leaderboard.
wortal_leaderboard_send_entry_async("global", 100, "details");

Notifications

API Reference

The Notifications API is used to send notifications to the player. These can be used to notify the player of an event in the game or to remind them to come back and play.

// Schedule a notification to send to the player.
payload = {
    title: "Your energy is full!",
    body: "Come back and play again.",
    mediaURL: "https://example.com/image.png",
    label: "resources-full",
    scheduleInterval: 300 // 5 minutes
}

wortal_notifications_schedule_async(json_stringify(payload));

// Cancel a scheduled notification.
wortal_notifications_cancel_async("notification-id-123");

Player

API Reference

You can find details about the current player via the Player API.

// Get the player's name.
wortal_player_get_name();

// Get a list of the player's friends who have also played this game.
payload = {
    filter: "ALL",
    size: 20,
    hoursSinceInvitation: 4,
}

wortal_player_get_connected_players_async(json_stringify(payload));

Session

API Reference

Details about the current session can be accessed in the Session API.

// Get the entry point of where the game started from.
wortal_session_get_entry_point_async();

Tournament

API Reference

The Tournament API is used to create and manage tournaments for your game.

// Create a tournament.
const payload = {
    initialScore: 100,
    config: {
        title: "Level 1 Tournament",
    },
    data: {
        level: 1,
    },
};

wortal_tournament_create_async(json_stringify(payload));

// Post a score to a tournament.
wortal_tournament_post_score_async(200);

Wortal Callbacks

The SDK uses many asynchronous calls that have callback events attached to them. These functions are marked with the _async suffix. You should listen for these callbacks and handle them accordingly in the Async - Social event. The callback events are returned as a map with the following SDK-defined properties:

id: "wortal_callback", // Always the same for all Wortal callbacks.
event, // Name of the callback event.
success, // Error flag. 0 means there was an error, 1 means the call was successful.
payload, // Optional return data. Only exists if no error occurred. Type varies based on the caller.
error, // JSON string containing the error, if one occurred.

Example handler for ad callbacks:

var ID = async_load[? "id"];
if (ID != undefined) {
    if (ID == "wortal_callback") {
        switch (async_load[? "event"]) {
            case "ADS_BEFORE_AD_CALLBACK":
                // Pause game and audio here.
                break;
            case "ADS_AFTER_AD_CALLBACK":
                // Resume game and audio here.
                break;
            case "ADS_AD_DISMISSED_CALLBACK":
                // Do not reward the player - ad was skipped.
                break;
            case "ADS_AD_VIEWED_CALLBACK":
                // Reward player for watching the ad.
                break;
        }
    }
}

List of all callback events and their payloads:

INITIALIZE_CALLBACK // Void
START_GAME_CALLBACK // Void
ON_PAUSE_CALLBACK // Void
PERFORM_HAPTIC_FEEDBACK_CALLBACK // Void

ADS_BEFORE_AD_CALLBACK // Void
ADS_AFTER_AD_CALLBACK // Void
ADS_AD_DISMISSED_CALLBACK // Void
ADS_AD_VIEWED_CALLBACK // Void
ADS_NO_FILL_CALLBACK // Void

CONTEXT_CHOOSE_CALLBACK // Void
CONTEXT_CREATE_CALLBACK // Void
CONTEXT_SWITCH_CALLBACK // Void
CONTEXT_INVITE_CALLBACK // Void
CONTEXT_SHARE_CALLBACK // Number
CONTEXT_SHARE_LINK_CALLBACK // Void
CONTEXT_UPDATE_CALLBACK // Void

IAP_GET_CATALOG_CALLBACK // Product[]
IAP_GET_PURCHASES_CALLBACK // Purchase[]
IAP_MAKE_PURCHASE_CALLBACK // Purchase
IAP_CONSUME_PURCHASE_CALLBACK // Void

LEADERBOARD_GET_LEADERBOARD_CALLBACK // Leaderboard
LEADERBOARD_SEND_ENTRY_CALLBACK // LeaderboardEntry
LEADERBOARD_GET_ENTRIES_CALLBACK // LeaderboardEntry[]
LEADERBOARD_GET_PLAYER_ENTRY_CALLBACK // LeaderboardEntry
LEADERBOARD_GET_ENTRY_COUNT_CALLBACK // Number
LEADERBOARD_GET_CONNECTED_PLAYERS_ENTRIES_CALLBACK // LeaderboardEntry[]

NOTIFICATIONS_SCHEDULE_CALLBACK // NotificationScheduleResult
NOTIFICATIONS_GET_HISTORY_CALLBACK // ScheduledNotification[]
NOTIFICATIONS_CANCEL_CALLBACK // Boolean
NOTIFICATIONS_CANCEL_ALL_CALLBACK // Boolean

PLAYER_GET_DATA_CALLBACK // Developer-defined object
PLAYER_SET_DATA_CALLBACK // Void
PLAYER_GET_CONNECTED_PLAYERS_CALLBACK // Player[]
PLAYER_GET_SIGNED_PLAYER_INFO_CALLBACK // Object with id and signature
PLAYER_GET_ASID_CALLBACK // String
PLAYER_GET_SIGNED_ASID_CALLBACK // Object with id and signature
PLAYER_CAN_SUBSCRIBE_BOT_CALLBACK // Boolean
PLAYER_SUBSCRIBE_BOT_CALLBACK // Void

SESSION_GET_ENTRY_POINT_CALLBACK // String
SESSION_ON_ORIENTATION_CHANGE_CALLBACK // Orientation
SESSION_SWITCH_GAME_CALLBACK // Void

TOURNAMENT_GET_CURRENT_CALLBACK // Tournament
TOURNAMENT_GET_ALL_CALLBACK // Tournament[]
TOURNAMENT_POST_SCORE_CALLBACK // Void
TOURNAMENT_CREATE_CALLBACK // Tournament
TOURNAMENT_SHARE_CALLBACK // Void
TOURNAMENT_JOIN_CALLBACK // Void

Demo Project

You can find a demo package that has examples of how to implement calls to the SDK here.