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Leaderboards for Games

4: Adsense

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#1 blueshogun96   Members   

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Posted 16 February 2013 - 05:18 PM

One of my goals is to implement a basic leaderboard functionality for my games.  I'm assuming Xbox Live, etc. has it's own private server for leaderboards, but let's say you're writing game for Windows or MacOSX, or maybe even iOS or Android.  Would I have to have my own server for this?

 

I do have my own webspace (through Jumpline/Plesk) and it works pretty well, could I possibly use that?  Also, would I be better off using SQL or manage things using C/C++ and a networking library such as Enet?  I have Enet and I'm still a bit of a beginner with network programming, so please go easy on me, lol.  Thanks.

 

Shogun.



#2 frob   Moderators   

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Posted 16 February 2013 - 10:56 PM

Yes, you would need to have some server somewhere that manages to keep all your data. It doesn't need to be much. You need a way to communicate scores to the server (preferably in a way that is not easily intercepted or you will get cheaters with maxed-out scores. You need a way to retrieve the list. You could do it with practically anything; even web put and get commands that serve as the basics of all web pages would work.

Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.

Also check out my personal website at bryanwagstaff.com, where I occasionally write about assorted stuff.


#3 Lightness1024   Members   

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Posted 18 February 2013 - 09:25 AM

I have used scoreloop in my Android game (Fujii's same game, its on the market, if you want to see what is scoreloop)

I am not sure of the platforms it is available but iOs and Android, that, I'm sure. Maybe they have a desktop version of the client demo. In any case I think you can pretty much design the client from scratch, the API is very into the detail if you wish it to. Also I'm not sure what kind of language bindings they give, surely objective C and Java at least.



#4 blueshogun96   Members   

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Posted 21 February 2013 - 08:41 PM

Great, thanks for the replies!

 

I think what I'll do is stick to using the basics by using my own http or ftp code using my own private webspace/server.  Atm, I'm not too worried about cheating, but that is a big concern for the future, especially for a commercial PC game where hackers are a dime a dozen.  Keeping things fair is just part of professionalism IMO.

 

I do have another question though, how does someone access FTP using C/C++ apis?  I haven't found out how to do this yet.  It looks like Enet is specifically for p2p and network apps/games via UDP.  Should I try libCurl instead?  Thanks.

 

Shogun.






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