a Massive Multiplayer Fantasy RPG Content Management system with The Ruins of Able-Wyvern™ (ARRA) In-Gamd Module (IGM)
Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) is a full-featured, stand-alone, online fantasy game for your website and community. However, unlike some other online RPGs,
ARRA does not rely on a gamer's native "knee-jerk" reflexes (aka "the patellar reflex") nor "eye-to-hand" coordination for its "Player vs. Player" (aka PvP) dueling outcomes.
ARRA does not discriminate against age groups. Great-grandparents can play on a "leveled playing field" with great-grandchildren.
ARRA has an "Everyone" ESRB rating initially configured; but could be tailored, in the administration dashboard, to meet your online community expectations.
ARRA has game mechanics based on "pure strategy" for the players and their avatar's skill-set — a player uses their raw intellect and combat tactics to outwit their opponents. The gamer acts as an "avatar team manager", sending their "heroes" into the dreaded ruins as a "solo" or "team" explorations.
ARRA is "Syndicated" which means registered members can send their avatars into other affiliated website games for regional or international contests and tournaments! You can neatly fit ARRA and other external content, as an "In-Game Modules" (IGM), into this over-arching Content Management System.
ARRA is a fully customizable "White Labeled Game" with your unique branding and offers a variety of combat systems from elementary "click-fest" combat, to the typical "dice-rolling", or the default "ultimate strategy" version mentioned above.
Learn how to create more socially networked website games from these "How to" instruction books:
Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) is a massive multiplayer, text-based, menu-driven, Fantasy Role-Playing Game (aka "RPG" or "MMORPG") for membership communities. It is licensed as a "White-labeled" PHP framework solution from Renown Games (with or without web hosting) as a "Content-as-a-Service" (CaaS) solution. It was developed using the most optimized "full-stack" web technologies.
Instead of initially investing thousands of dollars to develop a massive gaming system, and even more to maintain such a system. This application package lets you have a socially networked — and syndicated — gaming system for either a small annual subscription-lease or a one-time purchase fee with other expanded "Fantasy Gaming Themes" or a "Contemporary theme" setting such as CubeVille™.
A primary feature of Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) is its e-commerce capabilities — — activated with an "Extended License". You can create "virtual products and services" for registered members as either digital products, reoccurring purchases (such as "subscriptions"), or just simple "digital-licensed access" (for example, "in-game modules" creation or documents). This social gaming platform provides a virtual world in an affordable "Content-as-a-Service (CaaS) architecture.
Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) delivers what you and your members want: Adults gamers want to:
Chat and Socialize;
Play fairly matched opponents, and not become "cannon fodder"!
"Dress Up" and Personalize their Avatar Characters;
Play Online Games (especially multiplayer interaction Adventure Role-Playing Games);
Invent their own "In-Game Modules" Adventures — especially with multiplayer interactions;
Attend Virtualized Parties (and other such fun online events);
Receive Rewards, titles, and Recognition reports;
Receive a "news" updates about other competitors;
Place "virtual wagers" on upcoming duels and races. (Yes! You can "turn off" this optional feature in the administration dashboard!)
Have awesome virtual-living places to hang out in a safe, moderated environment.
You want to:
Entertain the widest possible audience.
Turn "drive by visitors" into community members (i.e. repeat visitors) that become registered users.
Increase time spent by visitors on your website.
Offer a unique "leader board" system for daily achievements, contests, and tournaments.
Create fairly matched duels in your "Player Matching Service".
Immerse visitors in your branding and messaging.
Communicate directly with your visitors and members through uniquely styled "combat reports".
Get survey feedback and suggestions from your clients. (i.e. poll them)
Monetize visitors via your virtualized goods and services.
Easily modify — or completely replace — artwork for various age-groups.
Easily customize the game's "client-side Front-end display" for various age-groups.
Easily generate and manage multiple game projects using the same "game mechanics" and "back-end" controls as discussed in the popular "Game Design System™"
Within your community's activities, registered members receive a free "home-base" account (known as a "Hamlet") and manage their various "personae" to represent them within the gameplay. Registered Members — using their virtual "in-game currencies" can buy armor, weapons, properties, items, home-base upgrades, additional "Avatars", storage hoards for their treasures, waterfront piers, pet companions, livestock, characteristic-point enhancements, and so much more to improve their "renown, respect, and your gamers' score board popularity". Unlike many competitive RPG games, your members have the opportunity to work in a variety of careers, earn skills in "Magic" and "Miracles" using the various syndicated "Gateway Quest Portals" (... perhaps created by YOU???), practice martial arts in the Warrior's Guild, restore their health at the parsonages, and many other activities that are hidden within the software as "Quests", Regional/International Contests, and Tournaments.
A Web hosting account — assuming that you're deploying this game for general public access. If you do not have a hosting account, you can deploy ARRA as a "desk-top application" using "Content-as-a-Service".
Intermediate knowledge of (click the button for a simple overview) — (or See a of those required skills). These roadmaps cover everything that you should have mastered to deploy this product package. Don't feel overwhelmed; you don't need to know it all if you've just started your exposure to Information technology. We're (ALSO Refer to the "Be Advised" section below and how to contract our services.)
PHP CGI/Fast (a web server with version PHP 8.x or 7.x)
MySQLi (a database server with version 4.x or 5.x or IBM's upgrades to Maria 10.x.x or newer) or any data service using PDO
Cron Jobs [Optional]
Modifications and design updates to this product package will require a moderate level of technical knowledge about "full-stack" web architecture equivalent to one year of college "data communication networking" and "Web Design" or "Cisco Certified Network Associate" (CCNA). If you don’t know or understand that minimum level of "full-stack architecture" then you should have a dedicated partner who could assist with these several technologies. To be completely honest, I started with W3Schools.com online tutorials in 1997 and earned my way and you can too — given time! Although, you might consider contracting with us for these initial service contracts or installation assistance until you've mastered these new "Web DevOps".
We do NOT provide support for learning how to customize this product package. We already have several courses, workshops, and books available When committing to your purchase of this product package, you agree to rely on this Instruction Manual, and that we've already provided with (and for) this product package.
Users are responsible for publishing this product package for general public access. We offer no commitment to approve or disapprove your publication for general public access.
Once you have purchased this product package, it is not possible to receive a refund since you have full access to its proprietary (non-disclosure) source codes, and in good faith, consented to its non-disclosure agreements. Therefore, be dedicated to your purchase!
If any issues occur after your edits or modifications to the original source code or database structure, logically(!) and naturally, we are not responsible for your introduced code.
Installation file(s), that verifies your purchased license, are incorporated into its encryption keys but do not interfere with either your installation or source code customization. Removal (or modification) of your "licensed encryption key" will cause this product package to resort into its demonstration mode. Calm down! This is not a "BAD THING". If a hacker copies your licensed game, you still receive all those revenues from their pirated site(s)! They get NOTHING! NADA!! I would think that one might want as many forgeries as possible copied directly from one's purchased and licensed game! Think about that ... and then study "Bit-Coin".
There are several additional in-games modules (IGM) available that are not included directly inside this product package. You have purchased only the "Ruins of Able-Wyvern" in-game module. You might consider purchasing these other expansion IGMs and secure your own licensed versions from these "HTML5 game bundles"; otherwise, use these additional — and freely available — In-gaming Module links provided.
use this product package on only one (1) top-level domain. Anything outside your authorized domain resorts to a "demonstration version" with affiliate revenues logged and credited toward the registered licensed edition.
tailor the HTML front-end as you desire.
generate language translations for your worldwide gamers OR use Google Translation JS Script.
You gain no benefits from reselling, distributing, giving-away, nor trading, by any means, to any third party or individual, without using an "extended license" and its designated permissions. Your licensed edition is encoded with your license key.
incorporate this product package into other products sold through other markets. You gain no benefits as stated above.
use this product package on more than one (1) top-level domain (TLD). Unlicensed TLD resort into a "demonstration edition" as stated above.
For any queries or problems feel free to contact us at the following Emails:
Customization Support: https://www.stephen-gose.com/about/contact/ (Subject: "Initial Service Contract")
Developer's Handbook: Available in your purchased downloads — See: /Documentation/DevSDK/.
Installation Support: support [at] pbmcube.com (Subject: "Schedule Initial Installation Request")
Technical Issues Reporting and Support: support [at] pbmcube.com (NOTE: A Current and Valid Support Contract required.)
Available in your purchased downloads:
More "How to" Tutorials and "Step-by-Step" Workshop Courses are available from my publishing site.
Refer to CodeIgniter "Step-by-Step" upgrade instructions "Upgrading CodeIgniter v2.2.6 to CodeIgniter v3.1.11". (NOTE: The "server-side" CaaS Administration Dashboard already uses CodeIgniter 3.1.11; the game front-end uses CodeIgniter v2.2.6. Upgrading to CodeIgniter 4.x.x is ill-advised at this time.))
Non-Refundable After Purchase
Be Advised: Once you have purchased this product package, it is not possible to receive a refund since you have full access to its proprietary source codes, and in good faith, have consented to its non-disclosure agreements. Therefore, be dedicated to your purchase!
Licensing Clarifications & Information
Referring to "Envato's License Types", you should purchase an Extended License whenever you wish to:
Publish this product package as a "Pay to Use/Access" application.
Incorporate any eCommerce "In-App Purchase" (meaning that your users can buy various features, enhancements, or entitlements).
Sell your game(s) modules, plugins, or add-ons in the Syndicated Auction Market(s).
Either, or both, the "Regular" or "Extended" license are allowed on one "Top Level Domain" (TLD). The difference between these licenses is that under a "Regular" License, your deployed package is available for general access free of charge; whereas, under an "Extended License", your published package restricts game access for a fee or subscription (i.e., PAID Access) or could be sold — its license transferred and surrendered to a purchaser — as a "Work for Hire".
For more information visit: https://codecanyon.net/licenses/standard?license=extended
Content-as-a-Service (CaaS) — You can rebuild the client-side browser display into any graphics and animation(s) due to this product package's system design. You can easily exchange artwork for a "space-age" saga or replace the front-end entirely with feature-rich animated graphics as seen in many RPGs today!
(Private) Messaging System — Members (18+ years; under 18 years of age are restricted; default "turned off"), can send private messages to their neighbors through this system. Live Chat System uses AJAX that can help all members to communicate with one another while participating in "team" adventures. This feature is "turned-off" until a gamer's age is validated; under 18 years of age are restricted.
99% Responsive — Looks good on almost all "IoT" devices and screen resolutions.
Adventures, Explorations, & Quests — Members can go on discovery adventures, quests, and exploration throughout the various "Syndication Portals" inside Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) and its surrounding province. Portals are "worm-holes" into fantasy, historical, or futuristic Gaming genres. While "traveling", your members' avatars earn: wealth, status, popularity, renown, and characteristic enhancements from their avatar's activities inside those "Portals". What if their "Avatar" meets a deadly situation? Not to worry, they just drag it back to their "Hamlet" and simply "repair" their Avatar character.
AJAX Player Statistics — Each Member's Statistics and Avatar(s) are updated automatically in background processes without refreshing the entire page. The need for a "cron job" is therefore redundant.
Bank — Members can protect their "in-game currency" at the local bank and earn interest on their deposits.
Careers & Jobs — Members can go to "Work" and select their preferred "Job" to earn a steady income while not adventuring or convalescing.
Casino (optional feature) — Members can squander their in-game currency in "games of chance" to multiply their wagers or to earn additional bonuses.
Character Personae — After registration, a member can generate their initial personae. Each persona has specific baseline characteristics from their race and gender. Gamers have an additional 8 points to distribute among their attributes.
Comments Section (optional feature; "turned off" by default) — Every member has a "comments section" that is used by their neighbors to write "graffiti" on each other's walls.
CSS Themes — The game has different color themes. Many "Quests" use these themes.
Customized Pages — This module gives you the ability to add Customized Information Pages for your specific community.
Dashboard + Stats System — Members can review their game's progress and statistics in their "Account Dashboard".
Ease of Installation — The script is very easy to install and every step is described in the "Installation" section below.
Easily Customizable Source Code — This source code is written in a common and stable PHP framework, using a consistent Procedural-style per action menu. Everything can be easily customized in very little time. You select either the default "Standard muodule" format, "Extended CYOA module", "External Link", or "Enhanced Phaser JS Gaming Frameworks" — using either v2.x.x or v3.24.2 — for client-side displays.
Easy to play — The game was developed to be simple and is very easy to understand and play through its menu-driven game turn actions.
Guilds — Members can send their avatars to Guilds for training to improve their skills and learn new abilities.
Parsonage (Hospital) — When a member's health declines, they can go to the Hospital Clinic to restore their health.
Leaderboards — The ranking and achievements of all members in your game.
Levels — Members can climb the social ladder (i.e., level up) by doing a variety of activities or buying various "status symbols".
PayPal Integration (with Extended License only) — The game integrates with PayPal (or your choice of eCommerce provider), so you can earn "real cash" from membership's digital purchases.
Pet Companions & Livestock — Pets make a gamer's Hamlet more secure, friendly, beautiful, and adds different skills to their avatar(s). Livestock helps the growth of a gamer's "Hamlet population and jobs".
Powerful Administrative Panel — Game settings and most game mechanic modules are modified easily from the comprehensive back-end "Administration Dashboard".
Properties — Members can buy "virtual real estate" properties and then receive income periodically from the rents.
Random Special Events — To encourage Members to "log in" frequently, you can create "Special Events" that only appear on specific dates or random schedules.
Resources — Members can purchase entitlement and enhancement, through the e-commerce "Extended License" integration. Such additional enticement could be more "Avatars", in-game Currency, Gold, "VIP" Status, and other bonuses to improve their persona characteristics in the game.
Social Network Logins — The members can easily register or log in using their social profiles. You must configure and activate this feature in the "Administration Dashboard".
Secure — The script is integrated with special security functions borrowed from Project SECURITY to protect the whole game and its members.
Towns — Members can buy different "status symbols", or items from different Township Markets. Every item purchased improves different characteristics that help in the "Blood Pit Arena" and "Quests".
Travel Maps — A variety of maps offer rapid travel within the "gaming world environment". The game employs "strategic, regional, local, quests, and town maps" throughout the syndicated gaming network.
Very Optimized — This gaming script is very lightweight. The source code and default graphics are highly optimized.
Inside the "Source/arra-caas/config/config.php" file, Open and complete lines 14, to 28 with your affiliate's information you received by email. Lines 29 to 64 helps you manually tailor a unique game for Search Engine Optimization (SEO) settings.
Enter your newly created database using "PHPMyAdmin". * Use your live web hosting access; this won't work in the demonstration mode.
Then, Import your database source code file (SQL/"Database_SQL.sql") using the "PHPMyAdmin" import tab. Note: If you are updating the Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) gaming engine, you must perform a clean installation: 1) delete all Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) related database tables; 2) then replace those with the updated content and follow these "Installation Steps" again.
This is required because the database tables' structure could be modified.
To backup your data export all Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) related database tables.
Generate your "ReCaptcha" v2 keys; see the instructions below. Log into your admin account using the defaults: admin and admin [Username & Password]. Then, inside the "Admin Panel", Add your unique "ReCaptcha v2" keys on the "Settings" page.
Change the default "admin" account password from "admin" and record your changes.
The game demonstration uses: demo and demo [Username & Password] This account is reset every five minutes or on log out.
Create Your Own Adventures (CYOA):
Extensions, Expansions, Plugins, and In-Game Modules (IGMs)
(an "Extended License" or "Standard License" with contracted support!)
Everyone has had wonderful ideas for building their own RPG game; yet unfortunately, many of those dreams sometimes have never materialized. Well, let's put a stop to that and have you extend this "Game Construction Kit™" with your ideas in a few simple steps.
Let's start by building a:
new simple "shop" or "area" — also known as a CYOA extension module in "Standard Format"!
(Designer's Note: you can sneak a peek at some simple examples from the game's "Province" or "Able-Wyvern Forest"OR either of their enhanced versions here. YES! both the simple and the "enhanced" versions are using the exact same code from the back-end! This is the power of the Game Design System™ and "Content-as-a-Service" (CaaS). It's just the "front-end that has all the "eye-candy" and "game juice". (... learn more about this design process in your Developer SDK documentation)
game-turn orders (GTO) for your new "module";
game-turn results (GTR) from those GTO submissions; and finally,
Publishing your module locally (or into the Game Syndication Network)!
You must decide on what would help your gamers. No matter if your tweaking this game for a "Fantasy" or "Space-Age" RPG adventure, avatars still have the same physical needs and demands; they will need either "goods" or "services". Download this draft document from my 1990s brainstorming sessions while initially building this game for my BBS.
If you're having a difficult time deciding on what to build, then I recommend a quick 3-minute read from this article. From your 3-minute investment, you'll know exactly what your gamer's avatars are looking for in this Medieval Fantasy RPG. With some "twisted thinking and translation", you'll also discover how to integrate what you've read into a "Space-Age" RPG adventure.
Construction Step 0: Decide on an "Exploration Area" or a "Shop".
Construction Step 1: Create a shortlist — not more than 6 activities(!) that an Avatar could do inside this module. These will become your "Game Turn Orders" (GTO). For an example, download the document I mentioned above taken from my "90s brainstorming" session:
"The Frog & Peach" — (an Area) — An Officer's Club for the Tower Guards.
GTO 1: Drink "Refreshments".
GTO 2: Gamble.
GTO 3: Wenches. (E, G, PG, PG13, Mature R, X rated?; OR, with a little more thought, tailored "dynamically" for each of your community's age group(s))
Construction Step 2: Decide on how you will collect your gamer's input. Will you use text, dropdown, radio, or checkboxes? Yes, even "HOT" RPGs, like this one, still use gamer inputs. Is this an external game you've already created and simply require a "link"? Will your GTOs permanently affect their avatar and, thereby, would need permanent storage in the database or require just temporary "session" storage?
Construction Step 3: Draft a simple webpage "form" (... learn how to here); don't worry about colors just yet. This new page will be stored in the "Source/arra-caas/views/areas/". Refer to this sample: Frm-FrogNPeach.html. Use the "F12" keyboard button to open your browser's console and read all the inserted game design & construction notes. ( Once you've finished this initial form, you might want to learn other tips and tricks from here. )
Construction Step 4: Create your "controller" to process the gamer's input. Go to "Source/arra-caas/controllers/areas.php" and insert this new "public function" controller as shown below.
// Frog And Peach Controller
public function frogPeach()
$PID = $_SESSION['PID'];
$CID = $_SESSION['CCP'];
// Uncomment below if you need either the:
// $gamerRecord = $this->player_model->get_player_rec($PID);
// $charRecord = $this->char_model->get_char_rec($PID,$CID);
// These "constants" are found in the "/Source/arra-caas/config/config.php"
// or Administration Dashboard.
$data['title'] = TOWNSHIP;
$data['sku'] = GAME_SKU;
$data['affiliate_name'] = AFFILIATE_NAME;
$data['affiliate_code'] = AFFILIATE_CODE;
$data['themeJPG'] = GAME_ThemeJPG;
$data['shopURL'] = GAME_SHOP;
// Collect and "Clean" the input
$this->form_validation->set_rules('GTO1', 'Drink ??', 'trim|alpha_dash|xss_clean');
$this->form_validation->set_rules('GTO2', 'Gamble ??', 'trim|alpha_dash|xss_clean');
$this->form_validation->set_rules('GTO3', 'Wetching ??', 'trim|alpha_dash|xss_clean');
if ($this->form_validation->run() === FALSE)
// start over and reload the form
// Return "Game Turn Results" to the Game Display Mechanisms
// - as a separate "Game Turn Results" (GTR) page (shown below)
// - OR use AJAX to simply update the Frm-FrogNPeach
Design Step #2: Processing Game-Turn Orders (GTO) in CodeIgniter
Look at the "controller" we built in "Construction Step 4" above. Currently, all that controller does is collect and clean the gamer's input. It's now time to evaluate what they have submitted. We will insert some additional code that processes each GTO.
Go to and add the highlighted code below:
// Game Mechanic Rules:
// - Generate a random number using
// the PHP Mersenne Twister Random Number Generator
// - random dice range could become a game setting
// instead of "hard-coded".
// This is NOT a "Bell Curve" as when rolling two 6-sided dice.
$GTO1 = mt_rand(1, 12);
// "Game Turn Results" (GTR) 50% chance
($GTO1 >= 7) ? $data['GTR1']= "You're Drunk!" : $data['GTR1']= "Nothing Yet! Keep Drinking?!";
$GTO2 = mt_rand(1, 12);
($GTO2 >= 7) ? $data['GTR2']= "You're Winning!" : $data['GTR2']= "You've Lost!";
$GTO3 = mt_rand(1, 12);
($GTO3 >= 7) ? $data['GTR3']= "You're Getting Rowdy!" : $data['GTR3']= "Wenches are ignoring you??!";
// Return Game Turn Results to the Game Display Mechanisms
// - as a separate "Game Turn Results" (GTR) page (shown below)
// - OR use AJAX to simply update the Frm-FrogNPeach
Design Step #3: Building Game-Turn Result (GTR) pages in CodeIgniter
CodeIgniter offers a slick way to pass information into its pages using "$data['someVariablePassed']".
Construction Step 5: Game Turn Results (GTR) page. Decide if you'd like a separate page that tells the gamer what happened. OR, use CodeIgniter AJAX to simply update the form that collected their input. You can find both examples in various GTR methods throughout the source code. (Designer Note: learn how you might do this from https://malsup.com/jquery/taconite/ )
In the code above, for example $data['GTR1'], would pass a "GTR1" variable into the "GTR-FrogNPeach" webpage. We can put that variable anywhere ... like this AJAX example:
Design Step #4: Publishing Your New Module Locally!
Construction Step 6: Add links going into your new module ( shown below using W3CSS version or change to Bootstrap 3, 4, or 5) —
Also, you might consider adding a "short-cut menu" at the bottom of your module page(s) that lets gamers navigate to other shops and areas within the game.
So much for local deployment under VID #1 using a "Standard License"! But perhaps, you might like your new module spread throughout our Network Syndication Market? To do this, you must become a "Vendor", receive another Vendor Identification (VID above #1) and register your new module(s) under your new VID above #1. You also need an "Extended License" or upgrade your "Standard License". Once you have this VID, you can globally offer your module under various commercial terms — such as: Wholesale or Retail Commissions, Rent per-use, Subscription Lease, Life-Time Purchase, or as Public Domain (e.g: all non-commercial; Read “How to Copyright Software”written by a Lawyer; so that we avoid all the current "herd-following non-sense" offered as legal advice today! ). Once you select a term offering, it is permanent! So, do your "due diligence" before committing. You will be responsible for all maintenance, and software fixes to your module(s) — even if it was offered as PUBLIC DOMAIN. After 14 years of teaching college-level software and network engineering, I found this approach as the best solution toward homework completion and encouragement! If significant complaints are received, your module will be suspended from the Syndication Market — you've earned a "Failing Grade"; there are "NO DO OVERS".
Design Step #5: Building a "Game Book" Comic
Wikipedia states, "A gamebook is a work of printed fiction that allows the reader to participate in the story by making choices. The narrative branches along various paths, typically through the use of numbered paragraphs or pages. "
To build a "Game Book", all we need to do is store those "game turn results" (GTR) and print a consolidated report. We could save pictures for the gamer, OR better yet, let the gamer participate and take "screen-shots" of their gameplay. We could then let the gamer "drag'n'drop" their screen captures into "image place holders" within the narrative's text that we've prepared and preserved. I'll bet your imagination is running wild! Right?
Go to the "Advanced" Tab and then select "CRON jobs".
* NOTE: If your chosen web host does not support Cron Jobs you can use this website: Cron-Job.org
To set up a cronjob you will need to press the "Create A New Cronjob" button and set a few parameters: the schedule, execution command, and the email to where the cronjob result notifications should be sent. Experience level - you can choose between Standard or Advanced levels of experience - this is how you might set up its scheduled times.
Here is an example of a cron job schedule:
php /home/<web hosting name>/<domain>/cubeville/cron/energyrefill.php
php /home/<web hosting name>/<domain>/cubeville/cron/pastDueCompetitions.php
Collect further ideas for your unique deployment from: https://www.studentstutorial.com/codeigniter/cron-job
eCommerce Integration Guide
Firstly, you should have an "Extended License" activated. Then ....
Determine who your merchant of record should be: Square vs. Paypal and Strips vs. Paypal vs. Square If you've chosen PayPal, then Follow these official Paypal instructions:
Manually Change To Developer URL & Click On the “My Account” — Once you have logged into your Paypal account, you must manually change the URL to “https://developer.paypal.com/“. Or, simply click here – https://developer.paypal.com/. After this, you'll select the drop-down menu and click on "My Account" sub-menu.
Click On “My Apps & Credentials” — In the developer dashboard, click on “My Apps & Credentials” available in the left sidebar.
Navigate To “REST API Apps” — Once clicked, scroll down to the “REST API Apps” section and click on “Create App” button.
Create New App — Once you clicked on the "Create App" button (in step 4 above), a pop-up window should appear, in which you'll enter this application's details such as "App Name" and "Sandbox Developer Account". App Name should be the name of the application that you are creating. Sandbox Developer Account takes your PayPal sandbox email address. For example, If your PayPal email address is “firstname.lastname@example.org” then your Sandbox email address will be “email@example.com“. Clearly, all you have to do is add “-facilitator” just before the “@” symbol. After this, click on the “Create App” button.
Generate Client ID & Secret Key For Your App — Once you have created your app by clicking the “Create App” button (from step 5), you are now required to generate Client ID & Secret Key for your app by first, click on the “Live” button. After this, your Client ID & Secret Key will be generated automatically.
Select App Feature Options — Before moving to the next step make sure to select the following checkboxes (after scrolling down) to make your app fully functional —
After this, click on the “Save”.
Add PayPal Client ID & Secret Key In Admin Settings — The last step involves the addition of Client ID & Secret Key in your ecommerce solution — in my case, it is the Pabbly Form Builder. From your form builder, select the Payment element. Now click on Configure Payment. In that, select PayPal Payment Gateway, two new input fields will appear. One for Secret key and the other for Client ID.
After setting up your products/Payment details, click on the “Save Payment Settings” button to save the settings. Now, you are all set to collect payments via PayPal Payment Gateway. NOTE: PayPal and Stripe payment gateway charge some amount as "Transaction Fees" on every customer transaction of yours.
Choose reCAPTCHA v2 -> “I’m not a robot” Checkbox. Then fill in the other details and submit the form.
Finally, the reCAPTCHA v2 public and private keys are found on the following page:
Put the generated keys in the related fields on the Game Settings page of the Admin Panel.
Facebook Login - Configuration
Additional help found at: https://www.studentstutorial.com/codeigniter/codeigniter-facebook-account
Your "application type" determines which Facebook products and associated APIs become available. If this is your first time creating such an item or you just want to explore the creation flow, choose the "Something Else" option. Otherwise, we'll create a Facebook App for Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA) using "Build or Connect to a Game". Later, when you are more familiar with their products and APIs, refer to their app types document to determine which type of category is best suited for Adventurers of Renown™ — The Ruins of Able-Wyvern (ARRA), then create a new app and choose an appropriate type. You will need the following:
You will see any existing apps you may have created. If this is your first Facebook App, click on the "Create App" button". A popup window should appear; you must select a type for this application you're creating. The choice you make determines how Facebook will process our game. There are five possible application types. Review the supporting documents for more detailed information here.:
Build Connected Experiences — apps that integrate consumer-related products like Facebook Login to provide app users with a more connected experience;
Once you choose an "app type", your app will only be presented with products, permissions, and features that are available to that app type. I'm choosing "Build Connected Experiences" to simplify my deployment because I'm simply creating a "Facebook Login" for our hosted game. Click "Continue".
Type in your app Display Name, contact email. Click the "Create App" button.
Since I chose the "Build Connected Experience", I can "Add Products" to my game. I'll choose only the Facebook Login (for now). (more detailed information here.)
In this next window, I'll choose "Web" and then answer the 5 "Quick Start" questions.
Let's go directly to our "Setting > Basic" in the left menu; we'll skip the remainder of the "Quick start" for now.
In "Setting > Basic", you'll see your "App ID" and the "App Secret" — the App ID is visible and App Secret key is hidden. To see your "hidden App Secret", click on the "Show" button. Now that you know both of the "App ID" and "App Secret" Keys, let's add those into our configuration file ("Source/config.php" Lines 9, 10, and 11). The "App ID" and "App Secret" are only accessible, by default, from your Facebook account. We must make these available for public access.
Now go to "Status & Review", and toggle your app as — LIVE — available for the public.
Google+ Login - Configuration
Additional help found at: https://www.studentstutorial.com/codeigniter/codeigniter-google-account
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