I'm accessing the Google Play Games Services API from plain Java:
games.achievements().list(playerId).execute()
I seem to get only the current user's achievements - for other players, no result is returned.
The game is not yet published though, may that be the problem?
The API docs says
Lists the progress for all your application's achievements for the currently authenticated player."
But what's the point of providing a playerId then? Also, in the Play Games Android app, it is possible to compare one's achievements to so does seem possible.
Any experience? I don't know where to go with such contradicting information. I can't just publish in order to find out, nor can I continue without knowing if it'll work.
Related
I am trying to make calls to the google maps api. That's not really a problem in itself. In my Android app, I would like to make api calls to google to get location data for nearby restaurants.
From my own research, I have found that this is not too difficult when using my own api key. However, this would mean that any user of my app will cause me to use my monthly maps api call limit.
Is there a way for users of my app to "sign in with google" and somehow get their own api key so that each user has their own and I don't have to spend my api limit on my app users? There does not seem to be documentation on the matter when I did some research (maybe because it is not possible?). Maybe its just a matter of me using wrong search terms.
I have made a RealTime and TurnBased Multiplayer Game(Android). Everything works good. I am using the
getSelectOpponentIntent()
from the Google Play Game Services to invite/challenge the friends. That has been deprecated by Google since August 2016 but still I used it to get the list of opponents.
The only problem using Google Play Game is, there are very limited number of users who have accounts on G+, as it fetches the friend list from G+ only.
I have tried using the Facebook Game Services but unfortunately, currently they do not provide the Apis for Realtime Game Play(By real Time I mean synchronous playing). There are other third part providers like nextpeer.com (each having its own pros and cons) but I love the way Google Play Game Services Work(as it fulfils all my requirements). Sending/Receiving Invitations work in a perfect way.
Now what I am thinking is, to Use Google Play services for gameplay and invitations while using Facebook friends or friends from my contact list.
I mean instead of using
getSelectOpponentIntent()
I want invitations/challenges to be sent in a following way.
Step 1: Open my custom Activity in which I list all my Facebook friends or all my contacts.
Step 2: Select the friends from the list.
Step 3: save the selected friends in a Arraylist.
Step 4: Pass on the list to Room Configuration Callback using Google Play Game Services like this.
rtmConfigBuilder.addPlayersToInvite(invitees);
I have searched a lot on this issue but didn't get any proper help. I have also started the implementation on my own but not sure whether google play services will be able to handle the manual friend list or not.
Any suggestions and help will be highly appreciated.
Thanks
I wish to create a multiplayer card game but with a server side.
I develop on Libgdx (android) for visual.
I succes to connect my application with Google Play Service because i think i can use the google play account for create the information i need for my game in the server. Like number of victory, number of defeat...
I 'm really confused because I feel wrong. Should I continue with google or create my own login and create an account on my server directly with socket ?
Thank you very much
(and sorry for my english)
You should, if you can, take advantage of the Google Play infrastructure for tracking the state of your game server. It should solve a lot of problems for you (especially identifying users reliably) vs rolling your own infrastructure.
One downside of the Google Play infrastructure is that it only works on Android devices (so if your Libgdx app also runs on other platforms, those will need a different solution).
Google Play infrastructure also assumes that your Android clients can talk to each other and can push simple state (like win/loss values and saved game state) to the Google servers or between each other. I don't think there is any support for running real server-side code with Google Play infrastructure (though you may be able to leverage the sign-on, at least).
Have you seen the Libgdx documentation and code tutorials here: https://github.com/libgdx/libgdx/wiki/Google-Play-Game-Services-in-LibGDX
I am making an app, in which I want to directly give ratings and post reviews in Google Play for my installed apps.
I am using the Market API to fetch all the data of an app. Is there any way or any API which allows me give ratings and post reviews in Google Play?
No, there is no such API, sorry. In order for a user to review your app, they must do it in the Google Play app.
However, you can be clever on how you direct users. You could have a pop-up asking if they like your app, with a leading question that determines if the rating will be low or high, directing them to your own feedback system if it is low, and the Play Store if it is high.
I have made a trivia game app. Is there any way to keep track of, without the user knowing, stats like the following:
How many times a user has played a certain quiz
Overall correct percentage of questions of each quiz and of all quizzes combined
How many times the user ran out of time on a question
etc etc
I would love to be able to keep track of this so I can monitor data constantly to see, for example, if more time is needed on questions because they keep running out of time, etc etc. Right now I don't need a server or any internet interaction to play this game so if that is needed to do what I am asking above, please say that.
You should take a look at Google Analytics for Android. Internet connection will be necesary.
You could do this in a number of ways, all using web services though. It's up to you whether you want to store the statistics on the phone and then send these, or just send each individual statistic on game completion.
You would need a server to act as the web service endpoint which would then be called (using SOAP/REST probably) from the phone either nightly (if you stored the stats on a localdb on the phone) or after each game.
I'd recommend nightly or intervals rather than clogging up the phone owners bandwidth sending stats :)