I'm trying to add TBM to an app that already had a few versions released on the App Store (including game center leaderboards).
To get started, I first created a new test app on itunes connect and implemented all the basic methods I would need; everything was working smoothly.
I then proceeded to integrate the framework on my live app. It sort of works, but it has a few issues. The most obvious ones:
receivedTurnEventForMatch never fires
Game Center notifications are never received
Long story short: I went back to my test project, replaced the bundle id with the one from the live app, and this way it has exactly the same issues.
Of course, Game Center is enabled on this app and leaderboards are working as expected.
Any idea on what might be the issue? Is there any particular care to take when extending GC functionality to an existing app?
Related
I have had AdMob working fine with test ads for the last 6 months on a new iOS game. Now I want to release it, I switch to using the live AdUnitIds that I have setup in Admob, but it fails on all iOS devices with this error:
Request Error: 1 No ad to show.
Occurring here:
public override void DidFailToReceiveAd(Interstitial sender, RequestError error)
{
System.Diagnostics.Debug.WriteLine(“DidFailToReceiveAd error={0}", error);
}
I am using banner and interstitial ads and get the same error for both.
I have two other games with AdMob all working fine.
Some observations and thoughts:
Interestingly, if I change the BundleID of my new game to one of my other games, the live ads work fine (ie using the exact same code and the new AdUnitIDs), so it can't be problem with my code or the AdUnitIDs. For some reason it doesn’t like my games BundleID.
Is it because the new game is not live in the App Store yet (it’s Pending Developer Release)? I don’t think so as live ads certainly used to work before release.
My new app is not “linked” to AdMob (you can’t link it until it’s Live), so is it related to that? Again I don’t think so as Linking didn't used to make any difference (with my two other games over the last two years)
I can see in my AdMob account there are hundreds of "Requests" but no "Impressions" (apart from the handful I got when I changed the BundleID to my other game as I mentioned above).
So I am stuck waiting to release this new game. Maybe releasing it will start the Ads working? But if not, my game will be shooting up the charts while I don’t get any revenue!
Has someone else had the same problem and then maybe it started working by itself after 7 days or 30 days? Or if they had to create a totally new app with different BundleId or if they gave up and used a different ad supplier?
(Also it seems impossible to contact AdMob support, there's no email or phone and I have tried posting on their support forum, but no joy, so I am really stuck! Does anyone know any way to contact AdMob support?)
So ads are finally working!
I eventually took the step of releasing my new game (I used manual release in the App Store and had been waiting 10 days but no ads showed).
18 hours after appearing in the App Store, ads started working.
More thoughts and observations:
I did not link AdMob to the App Store (I still haven’t), but interestingly my game does now appear in AdMobs search, so I can link it, so linking is not required.
So what actually caused ads to start working? It’s either:
A) AdMob detect the app is actually in the App Store.
B) The game got 5 or so new people using it, so ads were requested from a few different IP addresses)and this triggers AdMob to serve ads.
C) It takes 10 days after switching from test ads to Live for ads to work
My theory is it’s A (especially as I can see Disc Drop in Admob’s search).
I have faced this problem before, my app is also IOS. and I solved this problem now.
If your code is correct(you can show the test AD on you device), all you need is wait. AdMob will take some time for review you application.In my case, It took two days for review my APP and then I got the impressions.
My game went on the app store a few days ago and I cannot see my leaderboard at all. It just says "no data available"
However, when I build my game directly to my phone using an ad hoc profile I'm seeing my beta player's scores..
My leaderboard is in the not live status. I'm not sure if that matters or how to change that. I have other games with a "not live" leaderboard that are working on production..
Should I delete and remake the leaderboard now that my game is actually up on the app store?
I cleared my test data.. no luck.
Do I just need to wait? It's confusing.
I've called Apple support and theyre "working on it" but I feel like I'm stuck in a black hole now.. any way I can fix this myself?
I'm not sure if this section existed before. But I needed to explicitly add my created leaderboards to my release.
I've just released my app on the App store tonight (https://itunes.apple.com/us/app/bird-hunter/id829810807?ls=1&mt=8), it has a leaderboard that worked perfectly well in sandbox mode, but now shows up saying no items.
During the review process I was able to see another user on the leaderboard, presumable the person who tested the app. I have game center enabled in itunes connect.
Is this something that will take some time to kick in, or is there something else I have to do to make it work?
I'd not submitted the Leader Board for approval to Apple with the app. I ended up doing some bug fixes to the app and then submitting the Leader Board for approval with the bug fixes, and then everything worked.
It's kind of a shame though as I had a big spike of downloads on the first day, and downloads didn't pick up again until the leader board stuff worked. I kind of wonder if I'd have got a lot more downloads had this been working straight away.
I'm developing a turn-based iPhone game using Game Center. I created two Game Center accounts for testing but neither can find the other when I try to matchmake games. Both are in two matchmade games alone - neither found the other when matchmaking, in spite of the fact that the matches have 8 players max. What do you think could be causing this? Should I just put it on my physical device, because the games don't really work in sandbox, or what?
Gamecenter testing was a big disappointment for me, but I would enjoy to summarize some things that I learned in the process.
Make sure
-You enabled gamecenter support in both itunes connect's app information section and inside version details
-You completed a turn with a call to endTurnWithMatchData otherwise no other user will be able to connect to your game
-Know that simulator is able to connect to a game but it can't receive data only actual devices can.
-It is not a lag!
There is the possibility that your devices are actually able to match but there is a huge lag before they can, so you think it is not working. This happens to me with my iPad and iPhone for testing, it always takes around a minute to match another device. I have a asked a question regarding this lag here :Game Center Matchmaking GKTurnBasedMatch has significant lag (~1 min) Most replies told same things happens to them and problem is usually in apple's server not your code. I have also contacted apple for the issue by submitting a TSI, they have suggested doing many things (such as trying different gamecenter sandbox accounts, turning off the device, hard reset) but in the end all they told me was 1 min is well within the acceptable lag for turn based matchmaking. I have also submitted a bug report with ID #: 13635249 and its status is open.
Trying to get something out the door but want to make sure that if GameCenter is a V2 feature that we can add it in after the game is already out and in the App Store. Can that be done and pushed as an updated version of the game app without forcing people to discover and download a totally new app?
Having a hard time finding answers for this, just want to make sure that this is something we can hold off.
Yes, you can add achievements in the same app for its next version. Not a problem at all. Your user will get notification that update is available once they updated they will have feature. No need to make separate app.
Yes. It's possible to add features like Game Center, in-app purchase, and push notifications with a future update.