woohoo got silent login to work, still you need to call login on every app start (it does not seem to work without it). But it's already past midnight and too tired to post an update now (will definitely screw up something). Will fix couple more issues and add couple more stuff tomorrow and update the android version
version 0.4 Added new method getCurrentPlayerId() Loading scores now also contains playerId reporting scores and achievements has additional optional parameter immediate if passed as true, plugin will try to immediately post to server and provide an event upon completion. default value is false and will not call an event (will sync with server automatically after some time) Tested to work with latest Google Play Service version Updated GameHelper class Silent login implemented
Currently have no idea about P2P options, if any one finds any info please post here:) And still could not make invitePlayers dialog to work, maybe due to my device or Android version, so still no multiplayer.
Hi Well come this forum site, here you can find lots of things. I suggest you for your problem you have to contact your friend, I am not able to give you answer right now sorry for that.
Hey guys (and girls) need your help in catching a bug. Implemented Google Play Service to Mashballs and there are couple of reports that it crashes when selecting to sign in to Google Play Service, without Force close error and option for submitting the crash, but simply exits the app.
And if not and it crashes attach device to your computer through USB and open eclipse to see the possible errors in LogCat and post it here or pm me, I would really appreciate it.
Currently have no idea if it is Google Play plugin related bug or inside the app (but most probably Google Plugin bug) and it would mean a world to me if we could catch it. Because I've been testing on all of mine devices and did not get anything like that.
Thank you guys in advance.
Disclaimer, this is not a cheesy promotion attempt to get more downloads Really need your help
@ar2rsawseen I downloaded mashballs before the play service implementation and it crashed when i closed the app. So i closed the app and letter i got a dialog that mashballs was stopped.. Galaxy SIII.
@DRS yes that might have been possible without android:launchMode="singleTask" in the activity tag in manifest, which now I think is the default attribute in Gideros template. So that should have been fixed long time ago
But in this case I'm not talking as much of finding bugs in Mashballs, but rather find specific bug to determine if it is related to Google Play Service plugin, so I could fix it
Updated plugin again, now include Cloud Save support for both Android and IOS
Now you can sync your game progress between different devices Some notes on the cloud saves:
Google provides 4 slots, you can access each by keys from 0 to 3. Each slot provides 128Kb of memory The good practice is to load the state on app start and update it when needed There might be cases were there is a conflict between local data and cloud data, this conflict must be solved by developer inside STATE_CONFLICT event by calling googleplay:resolveState and providing resolved data More on Google Play Cloud Save and use cases: https://developers.google.com/games/services/common/concepts/cloudsave
java.lang.IllegalStateException: Not connected. Call connect() and wait for onConnected() to be called. at com.google.android.gms.internal.p.n(Unknown Source) at com.google.android.gms.internal.p.o(Unknown Source) at com.google.android.gms.internal.bj.registerInvitationListener(Unknown Source) at com.google.android.gms.games.GamesClient.registerInvitationListener(Unknown Source) at com.giderosmobile.android.plugins.googleplaygame.GGooglePlay.onSignInSucceeded(GGooglePlay.java:494) at com.giderosmobile.android.plugins.googleplaygame.GameHelper.notifyListener(GameHelper.java:597) at com.giderosmobile.android.plugins.googleplaygame.GameHelper.succeedSignIn(GameHelper.java:834) at com.giderosmobile.android.plugins.googleplaygame.GameHelper.connectNextClient(GameHelper.java:712) at com.giderosmobile.android.plugins.googleplaygame.GameHelper.onConnected(GameHelper.java:822) at com.google.android.gms.internal.p.k(Unknown Source) at com.google.android.gms.internal.p$f.a(Unknown Source) at com.google.android.gms.internal.p$f.a(Unknown Source) at com.google.android.gms.internal.p$b.p(Unknown Source) at com.google.android.gms.internal.p$a.handleMessage(Unknown Source) at android.os.Handler.dispatchMessage(Handler.java:99) at android.os.Looper.loop(Looper.java:137) at android.app.ActivityThread.main(ActivityThread.java:4921) at java.lang.reflect.Method.invokeNative(Native Method) at java.lang.reflect.Method.invoke(Method.java:511) at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1027) at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:794) at dalvik.system.NativeStart.main(Native Method)
@unlying it seems you are trying to perform an action before authentication is completed. As in you should wait till Event.LOGIN_COMPLETE is launched and only then submit scores or do other actions. If thats not true and you are performing the actions after login complete event, can you share some of your lua code, so I can test it?
I'm not sure. But why not to make override for it? Player can logon, lose network, find another network, but not logged in yet and send result. It will cause this crash, yes?
No I don't think so, in case of loosing the connection, it should give indication to user, that it can't connect to server right now. But about implementation, unfortunately this is how Google Player Services (well actually GameHelper class, which wraps Google Play Service) is implemented, I only wrapped it for Gideros in Lua.
I tried adding this today, I had this error though:
The type GGooglePlay must implement the inherited abstract method OnLeaderboardScoresLoadedListener.onLeaderboardScoresLoaded(int, Leaderboard, LeaderboardScoreBuffer) GGooglePlay.java /What Rhymes With Martians/src/com/giderosmobile/android/plugins/googleplaygame line 40
The method onLeaderboardScoresLoaded(int, LeaderboardBuffer, LeaderboardScoreBuffer) of type GGooglePlay must override or implement a supertype method GGooglePlay.java /What Rhymes With Martians/src/com/giderosmobile/android/plugins/googleplaygame line 555
The type GGooglePlay must implement the inherited abstract method OnInvitationReceivedListener.onInvitationRemoved(String) GGooglePlay.java /What Rhymes With Martians/src/com/giderosmobile/android/plugins/googleplaygame line 40
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
@Sinister it basically means that GooglePlay services added even more methods to override. Will check that, once I finish with the tasks at hand But if you want to advance further, you can just right click on the class name and select generate missing methods, it will auto generate empty methods so it would at least compile
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Does anyone know if Google Play services work on a Kindle (a stock kindle, not been hacked)?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
They don't properly on my Fire HDX. Although you can side load some I've not had much success. I've got Chrome working and did get maps onto it but, while the maps themselves looked fine, all the text legends were wrong. It even had me in the wrong country! I haven't tried very hard to get them working as I also have an android tablet which I use as my main one.
The biggest pain for me is that I can't access Google play to get all the apps I've bought and some of them can't be 'backed up' for side loading. But I understand why Amazon has made it like this.
Edit - just seen the title of this thread and realise that you might be talking about rather specific gamecentre services. Too early for me to read properly! I'll leave the original waffle anyway.
Thanks for the info, so I'll have to do a different (or no) leaderboard system for Ouya and Kindle.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Re Kindle question... Google Play Services don't run on Ouya, that's why I was wondering about Kindle.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
I had a go in the early Ouya days, maybe it will work now?
Ouya, Google Play and the plugin have all evolved quite a bit.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Comments
But it's already past midnight and too tired to post an update now (will definitely screw up something).
Will fix couple more issues and add couple more stuff tomorrow and update the android version
Latest Changes
version 0.4Added new method getCurrentPlayerId()
Loading scores now also contains playerId
reporting scores and achievements has additional optional parameter immediate
if passed as true, plugin will try to immediately post to server and provide an event upon completion.
default value is false and will not call an event (will sync with server automatically after some time)
Tested to work with latest Google Play Service version
Updated GameHelper class
Silent login implemented
Currently have no idea about P2P options, if any one finds any info please post here:)
And still could not make invitePlayers dialog to work, maybe due to my device or Android version, so still no multiplayer.
Will have a look at IOS version later this week
Likes: hgvyas123
https://github.com/playgameservices/android-samples/issues/22
http://giderosmobile.com/labs/google-play-services
Well come this forum site, here you can find lots of things. I suggest you for your problem you have to contact your friend, I am not able to give you answer right now sorry for that.
If you could please download the app and select Google Play on the first screen popup to see if it sign ins ok.
https://play.google.com/store/apps/details?id=com.jenots.mashballs
And if not and it crashes attach device to your computer through USB and open eclipse to see the possible errors in LogCat and post it here or pm me, I would really appreciate it.
Currently have no idea if it is Google Play plugin related bug or inside the app (but most probably Google Plugin bug) and it would mean a world to me if we could catch it.
Because I've been testing on all of mine devices and did not get anything like that.
Thank you guys in advance.
Disclaimer, this is not a cheesy promotion attempt to get more downloads Really need your help
Galaxy SIII.
So that should have been fixed long time ago
But in this case I'm not talking as much of finding bugs in Mashballs, but rather find specific bug to determine if it is related to Google Play Service plugin, so I could fix it
Updated plugin fixed issues with retrieving list of scores and achievements:
http://giderosmobile.com/labs/google-play-services
http://giderosmobile.com/labs/google-play-services
Next will explore cloud data saving
Likes: SinisterSoft
Now you can sync your game progress between different devices
Some notes on the cloud saves:
Google provides 4 slots, you can access each by keys from 0 to 3.
Each slot provides 128Kb of memory
The good practice is to load the state on app start and update it when needed
There might be cases were there is a conflict between local data and cloud data, this conflict must be solved by developer inside STATE_CONFLICT event by calling googleplay:resolveState and providing resolved data
More on Google Play Cloud Save and use cases: https://developers.google.com/games/services/common/concepts/cloudsave
Likes: SinisterSoft, vitalitymobile
https://play.google.com/store/apps/developer?id=Arcadia Solutions
Some other cheap multiplayer service integrated with gideros?
https://play.google.com/store/apps/developer?id=Arcadia Solutions
at com.google.android.gms.internal.p.n(Unknown Source)
at com.google.android.gms.internal.p.o(Unknown Source)
at com.google.android.gms.internal.bj.registerInvitationListener(Unknown Source)
at com.google.android.gms.games.GamesClient.registerInvitationListener(Unknown Source)
at com.giderosmobile.android.plugins.googleplaygame.GGooglePlay.onSignInSucceeded(GGooglePlay.java:494)
at com.giderosmobile.android.plugins.googleplaygame.GameHelper.notifyListener(GameHelper.java:597)
at com.giderosmobile.android.plugins.googleplaygame.GameHelper.succeedSignIn(GameHelper.java:834)
at com.giderosmobile.android.plugins.googleplaygame.GameHelper.connectNextClient(GameHelper.java:712)
at com.giderosmobile.android.plugins.googleplaygame.GameHelper.onConnected(GameHelper.java:822)
at com.google.android.gms.internal.p.k(Unknown Source)
at com.google.android.gms.internal.p$f.a(Unknown Source)
at com.google.android.gms.internal.p$f.a(Unknown Source)
at com.google.android.gms.internal.p$b.p(Unknown Source)
at com.google.android.gms.internal.p$a.handleMessage(Unknown Source)
at android.os.Handler.dispatchMessage(Handler.java:99)
at android.os.Looper.loop(Looper.java:137)
at android.app.ActivityThread.main(ActivityThread.java:4921)
at java.lang.reflect.Method.invokeNative(Native Method)
at java.lang.reflect.Method.invoke(Method.java:511)
at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1027)
at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:794)
at dalvik.system.NativeStart.main(Native Method)
As in you should wait till Event.LOGIN_COMPLETE is launched and only then submit scores or do other actions.
If thats not true and you are performing the actions after login complete event, can you share some of your lua code, so I can test it?
But about implementation, unfortunately this is how Google Player Services (well actually GameHelper class, which wraps Google Play Service) is implemented, I only wrapped it for Gideros in Lua.
The type GGooglePlay must implement the inherited abstract method OnLeaderboardScoresLoadedListener.onLeaderboardScoresLoaded(int, Leaderboard, LeaderboardScoreBuffer) GGooglePlay.java /What Rhymes With Martians/src/com/giderosmobile/android/plugins/googleplaygame line 40
The method onLeaderboardScoresLoaded(int, LeaderboardBuffer, LeaderboardScoreBuffer) of type GGooglePlay must override or implement a supertype method GGooglePlay.java /What Rhymes With Martians/src/com/giderosmobile/android/plugins/googleplaygame line 555
The type GGooglePlay must implement the inherited abstract method OnInvitationReceivedListener.onInvitationRemoved(String) GGooglePlay.java /What Rhymes With Martians/src/com/giderosmobile/android/plugins/googleplaygame line 40
https://deluxepixel.com
I've packed the folder into a zip to see if anyone gets the same problem or if you can spot what is wrong.
http://sinistersoft.com/playerbad.zip
https://deluxepixel.com
But if you want to advance further, you can just right click on the class name and select generate missing methods, it will auto generate empty methods so it would at least compile
Likes: SinisterSoft
https://deluxepixel.com
Likes: SinisterSoft
https://deluxepixel.com
The biggest pain for me is that I can't access Google play to get all the apps I've bought and some of them can't be 'backed up' for side loading. But I understand why Amazon has made it like this.
Edit - just seen the title of this thread and realise that you might be talking about rather specific gamecentre services. Too early for me to read properly! I'll leave the original waffle anyway.
https://deluxepixel.com
https://deluxepixel.com
https://deluxepixel.com
http://forums.ouya.tv/discussion/comment/11720/#Comment_11720
It seems it should work on OUYA, but I have not tried yet and actually did not see any examples.
Where did you get that it does not work on OUYA?
Ouya, Google Play and the plugin have all evolved quite a bit.
https://deluxepixel.com