Great stuff Nikolay.
So I am curious, what sort of features for a service like ScoreLoop are
sought after by developers? I mean, if a service offers a gamer profile
capability, is that somethng that a lot of game developers would make use
of, especially if the service works across different
So I am curious, what sort of features for a service like ScoreLoop are
sought after by developers? I mean, if a service offers a gamer profile
capability, is that somethng that a lot of game developers would make use
of, especially if the service works across different platforms that the
I hear what you are saying Justin. It's tough to depend on services that may
or may not work all the time. Worse.. knowing whether or not a service will
be around or not. No matter how fancy the site is behind the service, how
robust it is, there is no telling how long a service provider can
Hey Nikolay.. didn't realize you were the author of Bebbled. Great game. I
play that one a lot too. I need your source tho.. I am stuck on a level and
I want to modify it so I can beat it. :D
As for sending game moves..that's interesting, but I agree with Justin that
it seems quite overly
I decided to pull the web page in just so I didn't have to format it
multiple times. All the paging, etc, is built-in to the webpage so I don't
have to worry about doing that inside Android. Anyway, if I were to pull
the information from a database on my server I'd still have some lag time to
Holy crap Jusint.. 10s of thousands of updates every day! That is sick! I
want to make a game that gets a couple.. hundred or so updates a day. :D
Sell your game for .99.. you'll be rich man! :D
On Wed, Mar 24, 2010 at 11:08 AM, Justin Giles jtgi...@gmail.com wrote:
I decided to pull the web
On Wed, Mar 24, 2010 at 1:38 PM, Kevin Duffey andjar...@gmail.com wrote:
Holy crap Jusint.. 10s of thousands of updates every day! That is sick! I
want to make a game that gets a couple.. hundred or so updates a day. :D
Sell your game for .99.. you'll be rich man! :D
Do you have any clue what
You'd be surprised...people don't want to buy things on the Market. I have
a free version that's ad supported and a pay version that is just 0.99
without ads. Both the same otherwise. People love the free version. Ads
aren't intrusive and don't interfere with gameplay or interacting with the
On Wed, Mar 24, 2010 at 1:45 PM, Justin Giles jtgi...@gmail.com wrote:
You'd be surprised...people don't want to buy things on the Market. I have
a free version that's ad supported and a pay version that is just 0.99
without ads. Both the same otherwise. People love the free version. Ads
Greg.. no I don't sorry. My guess is to avoid the long width of the message
by making it under 80 characters in length? I use the width of the
browser..if I need it shorter, I adjust the browser width. Sorry.
On Wed, Mar 24, 2010 at 11:53 AM, Greg Donald gdon...@gmail.com wrote:
On Wed, Mar
On Wed, Mar 24, 2010 at 7:48 PM, Kevin Duffey andjar...@gmail.com wrote:
Hey Nikolay.. didn't realize you were the author of Bebbled. Great game. I
play that one a lot too. I need your source tho.. I am stuck on a level and
I want to modify it so I can beat it. :D
Check this thread:
On Wed, Mar 17, 2010 at 2:08 AM, 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
Nikolay,
First of all, kudos to a great game! It's one of the few that I go back to
over and over again.
Back to your post:
Great ideas here! Your online scores idea is great for decreasing the
amount of cheating to almost 0. However it seems like it has a lot of
overhead to recreate someones
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
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,
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