I use a simple MySQL database on my server combined with some simple php scripts that use salted md5 hashes to verify the authenticity of a submitted score. In the game i only display the top 10 scores for each level. Communication with the server is done via Http Posts. I do that via OpenGL, i'm not using any Android GUI components. I don't have achievements as of now and i'm currently to busy to implement them. Then again, the game is probably more about finishing a level than getting a high score or achievements :)
On 17 Mrz., 18:07, Wayne Wenthin <[email protected]> wrote: > In my Game I actually display the Hiscore as a webpage. This allows it to > be shown on my website also. I generate it once an hour since it was taking > way to long to display otherwise. I have since revised my code and I could > update ever 15 minutes. > > Ads: If you have a game that users spend enough time in ads can indeed > create some cashflow. Now are you going to live off of it? That's an > unknown. I make a bit on my ads. Its not going to pay my bills but it is > better than nothing. > > Free with ads vs. Paid. I went with ads because my game is in progress. I > have had many people say they would pay for it. I personally feel that > since this is a labor of love I don't want the stress of having to deal with > paid application support. I give good support because I want them to stay > in the game and support me that way. > > While my game is Mulitplayer its not very real time. Everything is done via > restful services. > > > > On Tue, Mar 16, 2010 at 5:08 PM, Kevin Duffey <[email protected]> wrote: > > Hey all, > > > I am curious how the various groups of game developers, primarily mobile > > (android in this case) and cross-platform (android/iPhone/facebook) handle > > storing high scores, achievements, and such as well as how multi player is > > done. > > > How does your game(s) access high scores, update the list, remove them if > > need be? The same would apply for achievements, and to a lesser degree, > > leader boards. > > > Are you using a service out there that you pay for... if so how much does > > it cost.. and do they provide some sort of java/objective-c SDK that you can > > just plug in to your code? > > > How do you dispaly high scores, leader boards, achievements, etc in your > > game? Do you provide your own web site with the same info, perhaps jazzed up > > a bit more or with more detail than your mobile game (due to limited screen > > realestate for mobile devices)? Do you provide a link to a web site in your > > game if they want to see things like high scores, achievements and leader > > boards? > > > I would also like to know what sort of things are most important for your > > games. High scores are so yesterday, so to speak. The latest craze in most > > games seems to be achievements and the ability to obtain extra items for > > your games, either by buying them, or earning them through achievements, > > etc. So what are some things you game developers would want to make use of > > in your game to add more appeal to your game, to draw in players for longer, > > especially long enough to pass the 48 hour refund time so that you can > > actually earn some money from your hard work. I look at games on Facebook > > like Farmville that are doing so well they are hiring more developers at > > good pay to work on it. I also look at games like World of Warcraft, which I > > play and got sucked into for a while, due to getting to that next level or > > getting that next awesome epic gear piece... those sorts of things seem to > > be what draws in players to otherwise simple games. A number of mobile games > > that seem to do very well often seem to be fairly simple games but offer > > that right mix of "I just got to get to that next...". I am curious what > > some of you developers have found work for games either those that you > > played, or are working on (or have written) that draw in players. This leads > > to the next paragraph.. making a living on game development ultimately > > requires that your game does well and that people pay for it in some manner > > and not refund it. Hence why I am trying to understand what it is that those > > otherwise simple games seem to do that draw in the masses. > > > Which brings about another topic.. how do games like Farmville make so much > > money being free games, that they can have a company behind it? I can't > > believe ads on the stie alone make up for all their revenue. I've been > > considering looking at ads in the game as opposed to charging for it, and > > that seems like players might keep a game longer than if they pay for it and > > then refund it within 48 hours if they don't absolutely love the game... > > although I am not entirely sure how much it annoys players to have a small > > portion of the screen saved for ads as opposed to just buying it. > > > Lastly, multi-player. I am curious how games work multi-player. The only > > way I can think of is the client (game) has to update a server of some data, > > a move, location of a sprite, etc, and at the same time has to poll the > > server often enough to update the game screen to keep things working. The > > first part of this, the game side, seems easy enough.. at least to some > > degree.. when your player makes a move, you send a server request to some > > server with the data, be it their new location, a weapon they selected, etc. > > The second part of this is the client polling the server often enough, fast > > enough, to keep things smoothly on the screen of all players. So how have > > some of you handled this and yet keep the game playing smooth as well? > > Probably more important is, the server side. Not necessarily the code bit of > > it, but how do you handle if your game takes off and you get 10s of > > thousands of players playing it... what sort of server side technology is > > used to handle that many requests, that fast, fast enough to allow all those > > game clients to provide a smooth game experience while keeping the > > multi-player working solid as well? > > > Thank you. I look forward to learning more about how these things are done > > in games. > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to [email protected] > > To unsubscribe from this group, send email to > > [email protected]<android-developers%[email protected]> > > For more options, visit this group at > >http://groups.google.com/group/android-developers?hl=en > > -- > Writing code is one of few things > that teaches me I don't know everything. > > Make Call Girl Manager great! > Join the forums.http://www.fuligin.com/forums -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

