+1 to Apache -> Phusion Passenger -> RoR -> JSON On Mar 17, 1:08 pm, Wayne Wenthin <wa...@fuligin.com> wrote: > Oh and if you do go with RoR make sure and use Phusion Passenger. The > Mongrel server will crash and burn under too much load unless you cluster it > somehow. Passenger will spawn another process. > > > > On Wed, Mar 17, 2010 at 11:06 AM, Wayne Wenthin <wa...@fuligin.com> wrote: > > Security on my game is pretty much handled by the userid that is assigned > > and the RoR backend. Unless you are decrypting the stream from the phone > > you are pretty much assured that no cheating is going on. And honestly its > > just a game. If the JSON is not formatted properly nothing is going to > > happen. If I can't find you in my DB nothing is going to happen. > > > On Wed, Mar 17, 2010 at 11:03 AM, Kevin Duffey <andjar...@gmail.com>wrote: > > >> Hey all, hoping more will join in on this. I am curious from a few replies > >> on some things. > > >> First, for services like ScoreLoop, what does it cost, as a game developer > >> to use? I found an apple only service called OpenFeint that used to charge > >> but apparently is no longer charging. > > >> As users of services already out there, not sure for Android anyway, but > >> it seems for iPhone you have to use their SDK to access their service. What > >> is it like, if anyone has used service SDKs, to use? From the few snippets > >> I've seen it seems like there is a bit to do to make it all work. > > >> How about security? As a developer, do you have to get some sort of API > >> key? Is it done over SSL/TLS, or both an API key and SSL/TLS? I am > >> wondering > >> how invovled the process is to get set up to actually use one of these > >> services... or for those of you that wrote your own, what do you do to > >> ensure it's your game calling the server side, and not some hacker or > >> another game trying to use it for free? > > >> And an off topic question.. I see more and more people talking about > >> getting a free phone from google? Is there some place you sign up to get > >> this? I'd love to get a Nexus One to test on... sounds like some people are > >> getting just that.. a free phone to test on? > > >> Thanks again all. More to come I hope. > > >> On Wed, Mar 17, 2010 at 10:37 AM, Justin Giles <jtgi...@gmail.com> wrote: > > >>> Just to throw it out there... > > >>> There's also Google Apps Engine:https://appengine.google.com > > >>> It's java or python based (your choice). The free quotas are rather > >>> generous. I keep my high scores stored there for my apps and for one of > >>> the > >>> apps I have over 75000 active installs and I have yet to go over the free > >>> quota. You do get charged if you go over your quota, but the rates, in > >>> my > >>> opinion, are reasonable. Same basic idea as the MySQL and Rails > >>> suggestions. > > >>> No, I'm not a Google fanboy, but with a free device coming sometime soon, > >>> if Google asked me, I'd sheepishly say yes sir, yes I am a fanboy :). > > >>> Justin > > >>> On Wed, Mar 17, 2010 at 11:25 AM, Robert Green <rbgrn....@gmail.com>wrote: > > >>>> Since no one else has responded I'll talk about what I did, though I > >>>> haven't gone cross-platform yet (which is why I didn't respond right > >>>> away). > > >>>> I chose cross-platform technologies just in case I ever wanted to and > >>>> I know that they will work for it. What works well for me for my > >>>> leaderboards and turn-based multiplayer code is to use Ruby on Rails > >>>> with JSON as the encoding. It's supported natively by rails and > >>>> Android comes with JSON parsing and encoding. It's such a simple > >>>> protocol that one could easily write an encoder/decoder for any > >>>> platform, though I don't think you'd have to because I'm sure one > >>>> exists for almost every one. > > >>>> There are many routes to go that will work fine, including having an > >>>> XML-based service. I'd stay away from things like Java Object > >>>> Serialization. That is not easily portable. I'd also stay away from > >>>> technologies like SOAP and WS. They are heavy and you want to keep it > >>>> light and simple usually on a phone and small server / high traffic > >>>> setup. > > >>>> My first recommendation is to use Ruby on Rails / REST / JSON for your > >>>> basic server. > > >>>> How it works: > >>>> Rails runs either as a plugin to apache via Phusion Passenger or > >>>> standalone via mongrel/other server apps. > >>>> Clients make requests using REST, which means HTTP Get Post Put and > >>>> Delete which query, insert, update and delete respectively. > >>>> The requests and responses are encoded in JSON, which is a simple > >>>> encoding, human readable and extremely fast to parse. > > >>>> Advantages: > >>>> Any platform can implement a client for it. > >>>> It's very light and fast. > >>>> All of the necessary tech is inherent in rails and so this provides a > >>>> very low-resistance coding path. > >>>> Passenger (the apache plugin that runs RoR servers) runs great and is > >>>> easy to deploy and uses your standard web server. > >>>> You can actually easily run a game core written in Java wrapped with > >>>> the RJB (Ruby Java Bridge) - I do this for Wixel > > >>>> Disadvantages: > >>>> Another language to learn (though I don't mind working in it at all, > >>>> it's really kinda nice) > >>>> Doesn't handle native code well (if you have a game core in C/C++ that > >>>> you need to access, it's a little tricky with Apache/Passenger/Rails) > >>>> Is only good for scores/leaderboards and turn-based games. You can > >>>> only update as much as you can push HTTP requests and process > >>>> responses. It's not good for real-time games requiring faster than a > >>>> second or two turnaround, though it can handle scores and accounts for > >>>> them fine. > > >>>> If you want a cross-platform real-time game server, that's pretty much > >>>> what you need a robust game engine for. Most real-time games have > >>>> their own protocol and are inherently cross-platform because of that. > >>>> I'll be porting my engine this summer and designing it to be cross- > >>>> platform. Issues to overcome when going cross-platform are: Sound > >>>> handling, Image loading and processing (can't rely on your OS for that > >>>> anymore), Font loading and text drawing, How input is handled, How the > >>>> video context is created, Menuing systems, Networking, etc.. > > >>>> Basically you can't depend too much on any one convenience of a > >>>> particular OS and you kind of have to design the system so that you've > >>>> abstracted out the "connectors", that is, the input and output in the > >>>> form of user input in (touch/key/network/etc), sound, music, graphics, > >>>> vibrate, lights and network out. Each mobile OS will have a > >>>> particular set of hoops to get the connectors in. > > >>>> With that said, many people would probably rather go with a solution > >>>> like Unity who have made it their mission to handle as much of that > >>>> cross-platform overhead as possible. I believe you can run a unity > >>>> server and connect to it from any unity client. > > >>>> Hope this was a little helpful. > > >>>> On Mar 17, 10:15 am, shaun <shashepp...@gmail.com> wrote: > >>>> > We are considering the use of Scoreloop (http://www.scoreloop.com/) > >>>> to > >>>> > add a social component to our games and apps. Since we have no real > >>>> > experience in that arena, I'll just leave this link as my > >>>> > contribution. > > >>>> > On Mar 16, 8:08 pm, Kevin Duffey <andjar...@gmail.com> 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 > > ... > > read more »
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