After reading the developer docs and hours of searching various forums I can't seem to find information on how this is done.
Basically I have a bunch of data that I save locally that makes up the current state of the player's game. I've seen other games such as Tiny Tower, Pocket Planes and Smurf's village actually backs that data up in Game Center.
My goal here is for players to be able to load up data from their friend's games so they can see how things are progressing. For example, in Tiny Tower I can view my friend's tower and send him/her gifts. Similarly in Smurf's Village. I know I can do this with my own server with login/password but if it works via Game Center why complicate things?
Is it a matter of exploiting Game Center's match functionality? Or leaderboards? Or?
Anyway can some one point me in the right direction?
I've gone through this tutorial, and it sounds like it would answer a lot of questions that you have.
What's New With Game Center In iOS6
Related
We create a lot of Spot Differences games and recently app store contacted me and told me it is a type of spam. Instead they want me to create one app, in which users can download all our games.
Is there an simple way to do this? Coding all games into one will make it a very large and heavy game.
I have seen casino games where users can download different games and play. I am looking to achieve something similar but do not know where to start.
Thanks.
I was wondering if I create a game center leader boards if I could reset all the game scores posted on it? Not remove data during test but after launch.
The reason for me asking this is I was thinking about creating a game where whoever has the highest score by the end of the week gets a bonus of some sort based on my game and then a new competition starts and all the data resets again so new scores can be uploaded.
That's not what they were designed for, no. While it may technically be possible using score deletion through the iTunes Connect interface, I would recommend against it and try to come up with either your own solution or a different third-party service.
Okay so I would like to make a game, I'm trying not to divulge what it is but it requires anyone of a certain level in the game who is currently playing to be able to see each other in a sort of MMO style but not really.
For example:
Suppose I have players Bob, Mary, and Rob. Suppose that Bob is level 4, Mary is level 6 and Rob is also level 4. These would be shown in leaderboards by the way. What I would like is for Bob and Rob and anyone else who is level 4 AND CURRENTLY PLAYING to see each other in a sprite kit seen. I would like Mary to be off with other level 6's.
I have little idea of where to start with this. So my questions are:
Should I even use Xcode or would I be better off using Unity?
Does GameCenter have the capabilities for this or would I need to use Parse or something like that
And also, could you please point me in the right direction as far as the concepts of how this would work?
If you can answer any of this that would be AWESOME!!!!! If not that's cool too! Thanks in advance!
Xcode is an IDE and Unity is a Game-Engime.
If you need to create your own game since the beginning, you should use an IDE. But this is really LONG and sometime difficult. With a Game-Engime, a big part of the game is already programmed (physic, 3D animations...) so you can focus your time for program your game.
Game Center is for share a game or a score. Not played online.
For play online, you should create your own server.
Do you know how to program? Are you good in 2D/3D?
For create an MMO game, you must be logic.
First, you should create a client.
The client is the game
He contain the sounds, the graphics, the scripts...
Second, you should create a server.
The server is connected to all clients.
He contains the databases (Accounts, characters, HP, gold...)
So where started?
When a character move (from the client A), he send his new position to the server. The server send this position to all the client. So the client B know where is the character of the client A and can draw a tileset (in your example, you can draw the tileset only if the boolean sameLevel is true).
Take a look at the sockets:
http://www.linuxhowtos.org/C_C++/socket.htm
http://www.nullterminator.net/winsock.html
https://stackoverflow.com/questions/tagged/sockets%20c%2b%2b
https://stackoverflow.com/questions/tagged/sockets+c
Hint - I have already answer at some similar questions. Even if the programming language are sometime different, I give you the link, the logic is always the same so it can maybe help you:
Creating a Multiplayer game in python
Multiplayer game in Java. Connect client (player) to game that was created by other client
How would an MMO deal with calculating and sending packets for thousands of players every tick for a live action game?
I'm working on a simple Game Center Multiplayer game that has two players; the game is set up like a timed chess match, where each player takes a turn, but only has x amount of seconds to act. I think that the timer is necessary to keep players engaged and to avoid long periods of inactivity that can occur with Turn-Based. I've looked at the Apple Docs for both Turn-Based and Real-Time matches, but still can't find a solution to my problem.
Simply, this game has three requirements:
Needs Game Center/GameKit Implementation
Players must take turns
Players must be held to a time limit
What approach is best for this scenario? Real-Time or Turn-Based? Could they be used simultaneously?
I appreciate your help!
P.S. I will probably have a couple of follow-up questions regarding proper implementation.
I am looking into multiplayer connectivity options for a two player game and wondering what options are available to use. I've read up on a bunch of stuff online but still couldn't figure this out. I've done a tutorial with GKSession from GameKit.h, but I'm confused on whether Game Center and GameKit are the same thing.
What are some connectivity options for both a turn-based and real-time two player game? Are there any benefits for either styles with these connectivity options?
Thank you!
Game Center is the customer-facing name of the services Apple provides. GameKit is the framework that Apple provides for developers to implement Game Center functionality.
Whether or not you make a turn-based or real-time game really depends on the type of game you're making.
Definitely agree with #WendiKidd -- you need to decide what type of game you are making to determine the technology to use. Game Center won't directly solve this for you, it will just provide an API for "extra" that you can hook into.
That being said, turn-based is probably easier to write and has a few more options for implementation. You'll need/want to setup a server in the middle that can act as the central arbiter for the different players. E.g., player one submits a move, which gets sent to your server. Then when player two logs in/plays, the game would check against the server for updates and then affect the game state accordingly.