I'll mention it once more because it seems to be overlooked but for
any kind of turn-based game, I have to recommend:

Server side:
Ruby on Rails as the platform
Phusion Passenger on Apache as the deployment manager
REST as the method
JSON as the high level protocol

This is free, VERY easy to work with and will be able to work with
most design requirements.  Android ships with JSON parsers and RoR has
built in ORM->JSON support, so it'll effectively dump the results of
queries directly into JSON without you having to add any code.

I recommend using Aptana Studio with RADRails as the dev environment.
You can start up a local Mongrel server and test directly against it
with your device via WiFi, then just copy the rails app to your server
to move it into production.

I use these technologies extensively.  Try the full version of Wixel
if you want to see how it works for online play.  It has been 99.999%
reliable and has handled peaks in traffic just fine.

On Jan 19, 5:15 pm, polyclefsoftware <[email protected]> wrote:
> A couple of months ago I started looking into options for converting
> some of my single-player turn-based games into online multiplayer
> versions...it's the number one request I get from end users. I
> investigated SmartFoxServer since they do have support for Android. I
> set up a test server and worked through some of the tutorials. It
> actually worked quite well, but of course there is the cost of the
> server software in addition to the cost and logistics of hosting (as
> Kevin just mentioned).
>
> A friend of mine mentioned the possibility of using Google App Engine
> as a possible server solution. It makes a lot of sense (at least on
> paper), since GAE:
>
> 1) Is free (up to a limit, a very high limit)
> 2) Scales very nicely
> 3) Uses a Google account for authentication, so ideally authentication
> from an Android phone should be seamless, right?
>
> Well, I've spent a fair amount of time getting the authentication
> working (search this forum if you're going this route). Our first GAE/
> Android online multiplayer game is coming together, but we're still
> working through some issues. I think the bottom line is that if you're
> not knowledgeable about how to implement server/client applications,
> you're going to have to learn quite a bit, no matter what solution you
> implement.
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