Android Scoreloop、OpenFeint 等

发布于 2024-11-17 11:22:57 字数 398 浏览 2 评论 0原文

我希望在我的 Android 程序中使用社交网络之一。

对我来说最重要的是建立一个持续领导委员会的能力,其中玩家根据自己对他人的胜利/失败而上下移动。 这个想法是让玩家能够正面挑战其他人。获胜者获得积分,失败者失去积分。

同样重要的是,我希望此功能包括向玩家游戏币“收费”的可能性。

分数循环包含挑战的可能性,但它们的存在是为了从其他玩家那里赢得金币。换句话说,它们是达到目的的手段。 就我而言,我需要相反的方式。 “目的”是在领导委员会中获得更高的地位,“手段”是用硬币玩别人。 Scoreloop 确实有一个连续的领导委员会,但无法从该程序访问。

我尝试查看 OpenFeint,但他们的网站实在是一团糟。从那里不可能确切地了解什么是可用的,什么是不可用的。 我注册并尝试添加我的程序。我最后加了四次还是删不掉!

I am looking to use one of the social networks in my Android program.

Most important for me is the ability to build a continuous leadership board in which players move up and down depending their wins/loses to others.
The idea is for players to challenge others head-to-head. The winner gains points and the loser loses points.

Equally important, I want this feature to include the possibility to "charge" the player game coins.

Scoreloop includes the possibility of challenges but they are there in order to win coins off other players. In other words, they are the means to the end.
In my case I need it to be the other way around. The "ends" is to be higher in the leadership board and the "means" are to play others with coins.
Scoreloop do have a continuos leadership board but it is not accessible from the program.

I tried looking at OpenFeint but their site is a real mess. It is impossible to understand from there exactly what is and isn't available.
I signed up and tried to add my program. I ended up adding it four times and cannot delete it!

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咋地 2024-11-24 11:22:57

查看 Swarm,它提供了与您提到的其他(Scoreloop、OpenFeint)类似的功能集,但还特别包括一个虚拟商品系统(硬币),您可以使用它来让用户购买挑战尝试(这听起来像您正在寻找的东西)。文档写得非常好,集成非常简单:)

Check out Swarm, which provides a similar feature set to the others you mentioned (Scoreloop, OpenFeint), but also specifically includes a virtual goods system (coins), that you could use to have users purchase challenge attempts (which sounds like what you're looking for). The docs are extremely well written, integration is a snap :)

落花浅忆 2024-11-24 11:22:57

使用 OpenFeint 或 Scoreloop 创建排行榜(我们一开始使用 Openfeint,但很快就转向了 Scoreloop - 如果您需要详细信息,我很乐意解释我们的原因)。

一旦启动,请确保它是一个排行榜,允许以更差的分数覆盖分数。

实施 ELO 评级计算器。请参阅:http://en.wikipedia.org/wiki/Elo_Rating_system

每个玩家都以特定的开始分数(我使用 1500,这样评级将类似于国际象棋评级范围)。

在比赛结束时,您重新计算每个用户的新 Elo 评分,并将其发布到排行榜。
您最终会得到一个排行榜,根据每个用户的技能对他们进行排名。即他们赢得的越多,他们的分数就越高。

编辑:根据用户请求 - 她是让我们转向 Scoreloop 的一些原因:

  1. OF 文档看起来像是从 iOS 移植的,而且非常糟糕。例如,文档给出了在 Application 类中初始化 OF 的示例。当用户忙于使用其他应用程序时,这将导致他们的“加入/不喜欢乐趣”全屏对话框突然出现,因为随着内存可用性的变化,Android 将在后台杀死并重新创建您的应用程序。
  2. ScoreLoop 会自动为用户创建一个“userId”,而无需他们注册/登录。这使我们能够发布用户的高分并显示他们的高分,而无需打扰用户登录。Scoreloop
  3. 具有“离线”模式,这使其更加强大、高效、准确且易于使用。
  4. 在网络不稳定的情况下,OF登录过程需要很长时间,影响游戏性能。 (参见上面#3)。
  5. OF 不允许您获取分数排名。如果您想获得用户的排名,您必须获取完整的排行榜,循环浏览直到找到用户的条目。这个“解决方案”几乎使这个选项不可用。
  6. Scoreloop为我们提供了大力支持。我已经开了几张票,他们都得到了及时而专业的答复。这些家伙摇滚。

我不久前编写了这段代码,所以可能还有其他原因我忘记了。

Create a leaderboard using either OpenFeint or Scoreloop (we started off with Openfeint but quickly moved on to scoreloop - If you want the details, I'll be happy to explain our reasons).

Once its up, make sure its a leadarboard that allows overriding scores with worse scores.

Implement an ELO rating calculator. see: http://en.wikipedia.org/wiki/Elo_rating_system

Each player starts with a certain score (I use 1500, so that ratings will resemble the chess ratings range).

On a match end, you re-calculate each user's new Elo rating, and post it to the leaderboard.
You end up with a leaderboard that ranks each user according to their skill. i.e. the more they win, the higher their score is.

EDIT: per user request - her are some of the reasons that made us move to Scoreloop:

  1. OF documentation looks like it was ported from iOS, and very badly so. For example, the docs gives an example of initializing OF in your Application class. This will cause their "Join / Don't like fun" full screen dialog appear out of the blue, when users are busy using other applications, as android will kill and re-create your application in the background as memory availability change.
  2. ScoreLoop automatically creates a "userId" for the user, without them having to register / login. This allowed us to post user's highscores and display their highscores without having to bother the user for logging in.
  3. Scoreloop have an "offline" mode, which makes it much more robust, efficient, accurate and easy to use.
  4. In flaky network situations, OF login process took a very long time, and affected the game performance. (see #3 above).
  5. OF does not allow you to fetch a score rank. If you want to get your user's rank, you have to fetch the complete leaderboard, cycle through it until you find your user's entry. This "solution" pretty much makes this option not-available.
  6. Scoreloop provided us with grate support. I've opened several tickets, they all got answered promptly and professionally. These guys rock.

I wrote this code a while back, so there might have been other reasons which I forget.

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