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.
>
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> --
> 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

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