Google Play Game Services CAN'T GET STARTED. - ios

My question is simple and vague. I can't get started in google play games. I need to create an application (in this case is a chess game that works in iOS and android). I've been doing the google tutorials but I can't create a game of my own.
I've done this quick start.
I can log in with my account to the game I've created and configured here.
The status of my game is "Ready to Test."
This is a four man group project and I'm in the iOS development. I'm new to apple devices and objective C, so it complicates my life a little.
For the first app I'm trying to do anything at all, like a tic-tac-toe game or a "chat game."
I've searched for a tutorial that guides me step-by-step so I can get it.
Can anyone help me here please?
Thank You!

What do you mean by "can't get started"?
Now your status is get started, you need to:
* Add your account as the tester account in the game service console so that you can sign in with this Google account when testing your game.
Implement the very basic code to access game service (sign in, leaderboard and/or achievements, etc.), which I assume you have already done if you have followed the quick start.
Test your game. You can provide a button in the game UI and when you click that button, perform the sign-in process. If you have already implement the leaderboard/achievements, you can also check them.

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Where to save Game Scores, Last Level Passed, etc.? Parse(Cloud backend) or Facebook?

noob to iOS and Game Dev
I am writing a simple game which has incremental levels (flow chart below). Only thing that I want to do it save information like "Last level passed" on to the cloud.
I would like it so that whether the user signs in to my app from iOS, Android, Web (I'm starting off with iOS app only) - always goes back to the right level.
My fundamental architecture question - should I saving this information in somewhere on Facebook API/SDK or in my own Cloud Backend? (I'm using Parse as my backend)
I would save it into Parse so that you are not tied to Facebook for your users. I know many people do not want to connect their Facebook accounts to apps, etc. so this way you can have one solution for everyone.
Also, by using your own backend you can use Facebook a way for users to log in and then later allow them to log in via twitter, etc. and your game would still work as it should regardless of how the user chose to create an account.

GKTurnedBased Match, receiving an invitation

I'm building a turned based game in iOS.
I have a custom UI and so far I can authenticate the user, find random matches, invite friends, and send data to and from the players.
My problem is this: When a player invites another player, the second player gets a push notification. The second player needs to go to the gamecenter to accept or decline the game and then come back. I have not found a way to create a custom GUI for this. The methods shown in Apple's APIs are deprecated ([GKTurnBasedEventHandler sharedTurnBasedEventHandler].delegate = self; | handleInviteFromGameCenter: | and so on) [https://developer.apple.com/library/ios/documentation/NetworkingInternet/Conceptual/GameKit_Guide/ImplementingaTurn-BasedMatch/ImplementingaTurn-BasedMatch.html#//apple_ref/doc/uid/TP40008304-CH15-SW8].
Can someone please point me to the right direction? I don't mind if it is Objective-c or Swift.
Thank you
UPDATE:
I created TurnBasedSkeleton (github.com/mhatzitaskos/TurnBasedSkeleton). This project aims to create a skeleton for any turn based game using GameCenter. As GameCenter seems to lack in documentation and tutorials, especially as far as turn based gaming is concerned, I decided to create this project to help others who might want to integrate GameCenter to their projects.
You need to use the following class below as of iOS 7 and later.
https://developer.apple.com/library/ios/documentation/GameKit/Reference/GKLocalPlayerListener_Ref/index.html#//apple_ref/occ/intf/GKLocalPlayerListener
Under the GKLocalPlayer object there is a method called registerListener and pass the NSObject you created that conforms to GKLocalPlayerListener.

My Own Impressions on AdMob?

I successfully made an app and its waiting for review right now. But meanwhile i've been playing the game on my mom's phone because, one, i dont have an iphone and its for iphone, and two, I actually like playing it. But I looked at my admob because i wanted to make sure i wasnt messing with it by playing my own app but it turns out i have 100 impressions! D: No clicks though, and i know im not supposed to click on my own ads. What do the impressions do? what are they? Am I going to get in trouble? I stopped playing the game now.
btw my moms iphone no longer has my developer Apple ID signed in on it, but it can still play the app and the UDID is still registered with the developer account if that matters.
Nothing to worry about.
Impressions are when an ad is displayed.
Requests are when an ad is requested.
Clicks is when you clicked on an ad (you haven't done that so nothing to worry about).
It's probably a good idea to add some quick code that differentiates between you and every other user. "If username == 'MobileGamer', don't display ads", or something similar. Just to be safe.
For example, I have several websites where both the ads and the stats-tracking code is omitted if I'm the logged-in user. That way, Google can't claim that I'm trying to steal money from them when I'm using my own website (they've tried before), and my user stats aren't skewed by huge activity spikes whenever I'm adding features or testing.
I haven't used AdMob specifically, but ad companies are famously strict with this sort of thing. I was once kicked from an advertising plan simply because my roommate, who was on the same network as me, clicked on an ad no my website once.
Better not to risk it. Just don't show the ads at all, for you or your testers.

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I've developed an app for my Organisation, and I would like it to come up as a "suggested App" when people enter my organisations building, similar to the Starbucks app demonstrated an WWDC.
Could someone point me in the right direction to locate any development notes on implementing this feature, and setting up the required hardware?
I've gone through and watched the WWDC videos on Location notifications and Taking Core Locations indoors, but still am a bit unsure as to using this information to make my app appear as a suggested app.
Thanks in advance.
I watched the same WWDC sessions as you and read the documentation and I haven't found a clear answer. You have already an organisation and you should try to sign up for indoor positioning and see what you can to with that.
https://mapsconnect.apple.com
Maybe if you sign up to that program, then you are able to add you app to the suggested apps function. This is only my idea, not 100% confirmed right now.

Facebook game Scores iOS

I'm making a new game right now where you can save your highscore, but I wobdered if I could implement a Facebook leaderboard. So the user could see their friend and see what their highscores are. Is this possible? Well, I saw this in different apps like Subway surfers from kiloo and 2048 from ketchapp. I didn't code anything because I don't how to do it. And I searched the facebook developer page and they said you have to do it with the graph API with scores or something. However, Hope you guys can help me out.
Best Regards.
Tom de Ruiter
There's the Facebook Scores API, the documentation is at this link
https://developers.facebook.com/docs/games/scores/
The downside is that Facebook will only store 1 score for a player, when you update it, you won't be able to see any previous scores (Of course, unless you set your own servers to do the job).
Also, there's no easy recipe to work with the Graph API, you just have to follow a few tutorials and you'll be in good shape to work with scores.

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