RSS Feed

‘Uncategorized’ Category

  1. Analysis of signup methods: Why you shouldn’t ignore Google Federated Login

    June 3, 2012 by Austin Hallock

    When we were initially developing Clay.io, we chose to only use Facebook, Twitter, and Email as login options… leaving out Google Federated Login. Google Login is something I don’t see anywhere near as much as I do Facebook and Twitter, which is why I assumed it could be a lower priority. It wasn’t until we implemented it that I realized we were wrong.

    I thought it would be helpful if I posted some statistics of the signups we’re getting per login/signup method.

    Here is how the signups break down for our 1,058 users at the time I collected data:

    We didn’t implement Google Federated Login until we were already at 200 users. Below are the stats for our most recent 835 users.

    As percentages: 24.7% Facebook, 10.5% Twitter, 22.3% Google and 42.5% Email.

    The main thing I would say to take from this is: using Google as a third option for login is certainly worthwhile. If you are hoping to get the most people signing up, I would use all 3 (+email). If you need to cut one out, give the ax to Twitter. Of course, there is still a lot of value in Twitter (for example if you want to look at their followers and find people within your site to recommend).

    Implementing Google as a login option was relatively painless.

    The most popular option is still email, and there are sites that don’t allow that as an option… that’s not very smart.

    I will mention that a lot of our audience has been from Hacker News, Reddit, and other early adopters. For a more broad population, it’s hard to say how it would be different. Even fewer Twitter users I’d imagine, and perhaps a lower percentage of Google as well.

    Some extra stats:

    A graph of activity (basically how much a given user plays the games on Clay.io) per signup method. With such a small sample size, a few really active users can throw this off, so don’t read to much into it:

    Users on Clay.io can ‘upgrade’ their account to developer status. It basically just lets us know they’re interested in our API and the development side of things. Here’s the same analysis applied to all 143 developer accounts:

    It’s a small sample size, but it’s clear the developer types prefer to use email much more than the average user. The percentages are: 12.6% Facebook (half as frequent as the typical user), 9.1% Twitter, 17.5% Google and 60.1% email.

    For reference, this is what our signup form looks like. We don’t put too much emphasis on the ‘social’ options, but they are there. In fact, more of our new users come from those 3 options than through email (and we aren’t asking for a lot of information with the email option).

    It would be interesting to see how these statistics would look on a much larger site… Any takers on HN?


  2. Introducing clay.io

    March 15, 2012 by Austin Hallock

    I’ve been very busy the past couple of months building a product I’m really passionate about – that product is called clay.io.

    I’m a big fan of Steam, a platform for PC (and Mac/Linux) games – it’s something that really ties together the entire industry and makes it easy to find great games. My vision is to create something along those lines for HTML5 and WebGL games.

    Why HTML5 and WebGL? Because they’re awesome. No, really.

    HTML5 games are completely cross-platform, meaning they’ll work in a browser, phone or tablet. As an example, you can check out the first game Joe and I developed: Slime Volley. Slime Volley is a port of a popular game from when I was in high school called Slime Volleyball. We added some cool stuff to it like networked multiplayer – since it’s cross platform, that means you can play others who are on desktops from your phone.

    Here are a couple other neat HTML5 games: Onslaught! ArenaAngry Birds, and Cut the Rope.

    WebGL allows even more advanced games to be created, using the HTML5 <canvas> element for 3d graphics. To get a sense for what can be done with this, have a look at this post, this one, or check out this game.

    So enough about that, onto more about clay.io. We do a couple things:

    The first is we offer a set of tools for developers to easily take care of some of the tedious things involved in game development (that normally get left out of the end result). Those include payment processing, achievements, leaderboards, screenshots, ratings, multiplayer rooms and a few more. If you’re interested in any of that, you can check out our API documentation.

    In addition to the developer tools, clay is a central location for everything HTML5 & WebGL, so you’ll be able to find some great games in our store, and create an account that will be associated with all the games you play, achievements you earn, leaderboards you’re on, etc. Sign up and have a look yourself!

    Here’s a quick demo video:

    Joe Vennix and I have been working on clay since the start of 2012, devoting a lot of time and effort into it. I hope you like it, and let me know of any feedback you have!


  3. Looking for Beta Testers!

    April 1, 2011 by Austin Hallock

    I’m at that point in the development of new program where I need other people to rummage through the site looking for bugs.

    If you’re at all interested (it’s internet marketing related), send me an email: austinhallock [@] gmail [dot] com.

    IMLoop


  4. CSS Gradients

    May 9, 2010 by Austin Hallock

    One of the cool CSS techniques I used a few places in Sweeva was CSS gradients … That’s right, gradients WITHOUT the use of images, it’s pretty cool!

    So cool in fact I made a site dedicated to it, it’s pretty easy to use and spits out the CSS you’ll need for the gradient background: http://css-gradient.com/ (I got inspiration from this awesome site)

    That CSS should work in every browser except Opera, if you’re in Opera you’re out of luck. If you’re a beginner to CSS and the code it spits out means nothing to you, this post should help!

    Hope you all like it!

    If this gains traction and I get a few comments asking for it, I’ll spend the time to make those input boxes draggable so you can change the gradient’s angle.


  5. Busy, Busy Day

    May 4, 2010 by Austin Hallock

    Today Jon Olson, Tim Linden and I launched Sweeva.com and boy have we had a busy day (well, month actually).

    I’m writing this post on 2 hours sleep in the past 40 hours so it’s a bit short ;)   Anyways, less than 7 hours in we’re at 1300 members which isn’t too shabby.

    If you haven’t had the chance to check it out yet, Click Here, it’s a pretty cool concept — hope you like it!