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1  Game Development / Networking & Multiplayer / Re: Moving from a String based approach? on: 2014-07-28 20:47:05
KyroNet is better than Netty?

Could you please provide more information? I can't find any benchmark comparisons, etc.

The reason I chose Netty was due to the fact I use a C# based client.
I was reading the KyroNet didn't support C# Clients, as it used a special network layer? Not sure, never got into it.
2  Game Development / Networking & Multiplayer / Moving from a String based approach? on: 2014-07-28 16:20:06
I want to make my networking better. I'm working with the Netty API and I've written a Client/Server application that breaks apart a String that's been sent over the network and figures things out. An example of my Login packet would look like this.

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[1]Username@Password


Where [1] is the packet Id, and then the user/pass (all data, really) is split by the character '@'

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out.build(176, player.getSession())
                .writeByte(recoveryChange, ValueType.C)
                .writeShort(messages, ValueType.A)
                .writeByte(memberWarning ? 1 : 0)
                .writeInt(lastLoginIP, ByteOrder.INVERSE_MIDDLE)
                .writeShort(lastLogin);
        out.sendPacket();


Here is an example of what I'm looking for. Something that creates a packet like such. I've been looking and looking, and I have a github for a server project that uses this type of networking, but I don't understand it.  I'm looking more so on tutorials/documentation for this.
3  Game Development / Networking & Multiplayer / Re: 10 Player(instanced) 3D Game, would TCP Suffice? on: 2014-07-17 03:34:58
10 players? Battlefield 1942 could support 64 players, and I recall games with something between 16 to 32 players not being that rare.

I'm not sure why the average playercount has gone down as sharply as it has in later years, but my guess is that the main bottleneck is in the amount of data.

Well, the thing is the (10 players) is instanced. So there could be 72 people connected, and only 40 of them are "In a game" the other 32 would just be idle connections, possibly using chat if nothing else. I'm fairly familiar with TCP becuase I've done custom frameworks for Runescape emulators in the past that could hold the 2,000 player cap that Runescape has with ease. The thing with the RSEmulator is though, the movement was so basic. All you had to do was send to the server the tile you wanted to go to, and the server would say yes/no or "well, not there, but here" and then tell the client where to walk. It was nearly impossible to desynch from the client because you walked a steady speed going through tiles per tick, meaning it could all be calculated.

I mean yeah, if you altered your client to move around different than the server did, then obviously you wont be updating correctly.


--- All in all, I'm not expecting this project to much over 7-800 players (And that's being ridiculously generous). However; I want it to feel like it's done right.

Is there an easy way to make a UDP Socket belong to a TCP Socket? Or perhaps I'm underthinking it. I could create a session class that would hold the players connection to the game. Then from there I can connect UDP. The only thing is knowing which TCP client the UDP packet came from.. Could't you just spoof packets and make other people do whatever you wanted with this?

""From there I can connect UDP"" --- Sorry, I just woke up. LOL
4  Game Development / Articles & tutorials / Re: [LibGDX] Integrating RevMob on: 2014-07-16 10:31:33
I'm honestly not sure what the problem is with your application, I haven't had any problems with my implementation. (And no, I don't use anything for the EULA, everything you see here is what I used)
5  Discussions / Miscellaneous Topics / [YouTube] Setting up a Netty Asynchronous Server on: 2014-07-16 10:29:20
Part One: https://www.youtube.com/watch?v=5CHc0hEhKbM
Part Two: https://www.youtube.com/watch?v=Xwa_JYtI5-M
6  Game Development / Networking & Multiplayer / 10 Player(instanced) 3D Game, would TCP Suffice? on: 2014-07-15 22:31:03
I've been doing a lot of research on TCP/UDP/RUDP lately and most of it is because my friend who is a Unity freak is near-completion of this MoBA(Multiplayer online Battle Arena) single-player prototype and has asked me to work on the server-side of the networking while he writes the Client-API. I told him that I was up to the challenge, mostly for a learning experience, but helping him out was definitely on my mind. I'm fairly familiar with standard IO TCP Networking, however the problem with that is the Standard IO is blocking, so I would have to study on some NIO Libraries, (Looking at you, Netty). However, some-people have stated that I would be better off using UDP/RUDP.

The problem I've found during my studies with UDP/RUDP is the way that messages will occur. Considering we're going to be working on an authoritative server approach, it's fairly important that things like movement/item activation arrive. In the order that you activate them. For instance, if a player uses an healing item, then an ability that takes 1.5 seconds to cast. If the ability is casted before the item is consumed for some reason (Typically because of UDP Packets not being ordered) it could cause death, and players screaming "Glitches, Fix them." -- This would lead me to stare at the TCP Connections; However then I would be dealing with Latency problems from my studies. However anything under 200 Latency should be fine for this type of game, and we're not really expecting people from across the world to play without the expectation of a little lag.

So this brings me down to the question... For this particular application:
  • Handles all users connected - Users not in game don't transfer any data besides for chat, if being used.
  • Players in a game (Instanced, each game will have its own game-thread) will be moving around constantly in a 2D Environment (3D world using 2 axis')
  • Ordered arrival of packets is required
  • Losing Data is a Critical problem.

The only reason I'm really asking this question is because of the use of Reliable UDP which crosses out the "Losing data" issue, from my understanding, which makes this a question worth asking.


Sorry, no pictures of the game yet Wink
7  Game Development / Networking & Multiplayer / Re: Slick2d TileMap on Server on: 2014-07-15 22:05:19
Import slick on the server.
Huh
Profit.


That's how I did it back during my Tiled-Map days.
8  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-09 13:57:20
I will be doing so once I finish a game and it works properly.
9  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-07 13:36:51
Also, I'd like to add, because of the resources you gave me (and a good nights rest of programming in my sleep), I woke up and I currently have a working tile-system that uses a fog-of-war type setting. (I implemented it just to make sure I understood, but I removed it already). I'm currently working on implementing A* Pathfinding for my player as I plan to make this a basic tile-based RPG.

(Similar to how fire emblem used to be with the movements.)
10  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-07 13:28:53
Just did it in libGDX:

Click to Play


Render code: (tile is the instanced Sprite)

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float mx = Gdx.input.getX();
float my = Gdx.input.getY();

my = Gdx.graphics.getHeight() - 1 - my; // invert y-axis

mx -= Gdx.graphics.getWidth() / 2;  // center it
my -= Gdx.graphics.getHeight() / 2;

// these are the world coords of the mouse
int worldX = (int) ((mx / (TILE_WIDTH / 2) + my / (TILE_HEIGHT / 2)) / 2 - .5f);
int worldY = (int) ((my / (TILE_HEIGHT / 2) - mx / (TILE_WIDTH / 2)) / 2 + .5f);

for (int y = 0; y < tiles.length; y++) {
   for (int x = 0; x < tiles[y].length; x++) {
     
      if (x == worldX && y == worldY)
         tile.setColor(1, 0, 0, 1);
      else
         tile.setColor(.5f, .5f, .5f, 1);
     
      float screenX = (x - y) * (TILE_WIDTH / 2);
      float screenY = (x + y) * (TILE_HEIGHT / 2);
     
      tile.setPosition(screenX, screenY);
      tile.draw(batch);
   }
}


NOW I SEE WHAT THE PROBLEM WAS.
I'm still using standard orthographic to get the hang of everything before doing all of the changes.
I was trying to use your Isometric code to get the position on a orthographic map and it was confusing me


Quote
Sorry, you can't repeat a karma action without waiting 1 hours.
11  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-07 04:01:38
Got a Java2D version working using

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   public GameTile getTile(int screenX, int screenY) {
      int worldX = (screenX / GameTile.TILE_WIDTH)-1;
      int worldY = (screenY / GameTile.TILE_HEIGHT)-1;
      return tiles[worldX][worldY];
   }



LibGDX

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   public GameTile getTile(int screenX, int screenY) {
      int worldX = (screenX / GameTile.TILE_WIDTH);
      int worldY = (screenY / GameTile.TILE_HEIGHT);
      return tiles[worldX][worldY];
   }
12  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-07 03:54:55
as for the y-0-bottom thing, if you dont like that, just do your mouse: y = screenHeight - y. thatll flip it.

I've been doing Gdx.graphics.getHeight() - Gdx.input.getY() to determine the flipped Y value, that's good enough.
But I still can't get these calculations right.

I even wrote it in Java2D (Took less than ten minutes) and still can't do it that way using the example I was given.
13  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-07 03:41:39
what i mean is dont divide by tile size to get tile based co-ords. each tile is a certain size of pixels, so if you get the function to return the number of world-pixels that your mouse is pointing at, rather than an exact tile index, you can see how the values change more accurately as you move from one tile to another.. printing tile-co-ords on the screen doesnt have enough resolution for you to get a good idea of where your function is going wrong.
Isn't that what I'm doing with the Gdx.graphics.getHeight/getWidth?
14  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-07 03:27:13
You could try to get your function to turn screen co-ordinates into world-pixel co-ordinates, instead of world-tile co-ordinates, then you will be able to see what the numbers are doing more easily as you move your mouse around, then change it back to giving tile co-ords once it looks like its giving proper results.

I dont quite understand what you're saying, but I'm debugging the mouses position and the tile that it's in to check to see if the maths adding up, but I honestly just can't even math. It's not making the slightest bit of sense and feels like the numbers are all randomly generated.

This 0,0 y on the bottom thing is literally blood boiling. I might just go back to Java2D
15  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-07 03:16:42
This is still frustrating the hell out of me, and I can't figure it out. I decided to just go ahead and do the math for the Y Axis, but even then I can't get it to calculate the tile position correctly.

Attempts:

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   public String getTile(int screenX, int screenY) {
      int worldX = (screenX / (GameTile.TILE_WIDTH / 2) + screenY / (GameTile.TILE_HEIGHT / 2) / 2);
      int worldY = (screenY / (GameTile.TILE_HEIGHT / 2) - (screenX / (GameTile.TILE_WIDTH / 2)) / 2);
      return "Tile X: " + worldX + " -- Tile Y: " + worldY;
   }



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   public String getTile(int screenX, int screenY) {
       int worldX = mapData[0].length - (int)(Gdx.graphics.getWidth() / screenX);
       int worldY = mapData.length - (int)(Gdx.graphics.getHeight() / screenY);
       
       
       if(worldX < 0) worldX = 0;
       if(worldX > tiles[0].length)worldX = tiles[0].length-1;
       if(worldY < 0) worldY = 0;
       if(worldY > tiles.length)worldY = tiles.length-1;
       return "X: " + worldX + " Y: " + worldY;
//       return tiles[worldX][worldY];
  }



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   public GameTile getTile(int screenX, int screenY) {
       int twh = GameTile.TILE_WIDTH / 2;
       int thh = GameTile.TILE_HEIGHT / 2;
       int worldX = (screenX / twh + screenY / thh) / 2;
       int worldY = (screenY / thh - (screenX / twh)) / 2;
       if(worldX >= (tiles[0].length - 1)) worldX = (tiles[0].length - 1);
       if(worldX < 0) worldX = 0;
       if(worldY >= (tiles.length - 1)) worldY = (tiles.length - 1);
       if(worldY < 0) worldY = 0;
       return tiles[worldY][worldX];
   }

and numerous more I can't even remember.
16  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-07 00:29:04
Thank you, I've been playing with this; However the LibGDX Y axis flip is driving me absolutely insane. I've done my own math to try to calculate for it, but every step I take seems like it's in the wrong direction.

I read that using the Orthographic Camera I can easily make the Y position 0 at the top left like it is in Java2D, however that doesn't seem to be the case, either that or I'm missing something very simple.

Here's my code:

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SpriteBatch batch;
   GameWorld world;
   OrthographicCamera camera;
   
   @Override
   public void show() {
      batch = new SpriteBatch();
      world = new GameWorld();
      camera = new OrthographicCamera(Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
      camera.setToOrtho(true, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
   }
   
   
   @Override
   public void render(float delta) {
      Gdx.gl.glClearColor(0f, 0f, 0f, 1f);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
     
      batch.setProjectionMatrix(camera.combined);
     
      batch.begin();
         world.render(batch, delta);
      batch.end();
   }


If you need anything other than this let me know, the tiles are still drawing from the bottom left.


No, I'm not using tiledmap.  If you're curious as to how I'm drawing my tiles

Generating the tile world:

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   private void placeTiles() {
      for(int xAxis = 0; xAxis < worldColumns; xAxis++) {
         for(int yAxis = 0; yAxis < worldRows; yAxis++) {
            tiles[xAxis][yAxis] = new GameTile(
                  GameTile.getTypeForID(mapData[yAxis][xAxis]),
                  new Position(xAxis * GameTile.TILE_WIDTH, yAxis * GameTile.TILE_HEIGHT));
         }
      }
   }


Render method for tile:
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   public void render(SpriteBatch batch, float delta) {
      myShape.begin(ShapeType.Filled);
      myShape.setColor(tileColor);
      myShape.rect(pos.getX(), pos.getY(), TILE_WIDTH, TILE_HEIGHT);
      myShape.end();
   }
17  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-06 23:31:29
Like I said, Amit has you covered, there's at least 2 or 3 links on how to do that; here's one:
http://clintbellanger.net/articles/isometric_math/


I've read through numerous of his post(s), and while I still have my world drawing, I can't figure out how to do much more with it. (Such as clicking on the tiles, etc). I understand the math behind it (Which is seems is all this guy talks about), but I don't understand what I need to apply this math to.

I understand that I can do basic math to determine which tile my mouse is on based on the tile-size (which he talks about)...

but how do I go about getting that tile to modify it, or build ontop of it, or anything like that.

I'm trying to create a standard TD game before I move it to Isometric, as he seems to preach that a lot.
18  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-06 20:24:55
Thank you for the links burnt! I'll spend my next few hours reading up here.
19  Game Development / Newbie & Debugging Questions / Re: Isometric Game Design. on: 2014-06-06 20:20:21
It's the logic behind it I guess, everything that I read talks about just rotating an orthographical map 45 degres, but that doesn't look right.

I understand how to draw a basic tile map, as it's just

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for(i = 0, i < colums; i++) { 
    for(y = 0, y < rows; y++) {
        drawhere
    }
}


But how do I go about understanding which tile the mouse is on at all times, how do I go about working on pathfinding with these tiles.

My main problem is understanding how to know which tile is what.
20  Game Development / Newbie & Debugging Questions / Isometric Game Design. on: 2014-06-06 20:06:09
I've been trying... and trying... and trying to find online information that will help me with creating an  isometric game, but I'm the kind of person that needs to read over something that works to understand it... and it seems that that the devil himself is making sure that the amount of literature for isometric games is ridiculously scarce.

I'm willing to pay anywhere between $100->$200 for a good book on Java Isometric game development, at this point I really want to understand it and don't care about the costs. I'm not even trying to make anything big, just an isometric tower defence, just so I can say that I did it.

This is still frustrating the hell out of me, and I can't figure it out. I decided to just go ahead and do the math for the Y Axis, but even then I can't get it to calculate the tile position correctly.

Attempts:

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   public String getTile(int screenX, int screenY) {
      int worldX = (screenX / (GameTile.TILE_WIDTH / 2) + screenY / (GameTile.TILE_HEIGHT / 2) / 2);
      int worldY = (screenY / (GameTile.TILE_HEIGHT / 2) - (screenX / (GameTile.TILE_WIDTH / 2)) / 2);
      return "Tile X: " + worldX + " -- Tile Y: " + worldY;
   }



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   public String getTile(int screenX, int screenY) {
       int worldX = mapData[0].length - (int)(Gdx.graphics.getWidth() / screenX);
       int worldY = mapData.length - (int)(Gdx.graphics.getHeight() / screenY);
       
       
       if(worldX < 0) worldX = 0;
       if(worldX > tiles[0].length)worldX = tiles[0].length-1;
       if(worldY < 0) worldY = 0;
       if(worldY > tiles.length)worldY = tiles.length-1;
       return "X: " + worldX + " Y: " + worldY;
//       return tiles[worldX][worldY];
  }



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   public GameTile getTile(int screenX, int screenY) {
       int twh = GameTile.TILE_WIDTH / 2;
       int thh = GameTile.TILE_HEIGHT / 2;
       int worldX = (screenX / twh + screenY / thh) / 2;
       int worldY = (screenY / thh - (screenX / twh)) / 2;
       if(worldX >= (tiles[0].length - 1)) worldX = (tiles[0].length - 1);
       if(worldX < 0) worldX = 0;
       if(worldY >= (tiles.length - 1)) worldY = (tiles.length - 1);
       if(worldY < 0) worldY = 0;
       return tiles[worldY][worldX];
   }

and numerous more I can't even remember.
21  Game Development / Newbie & Debugging Questions / Re: Google-Play "Your application is incorrectly configured" on: 2014-05-25 12:45:04
Editing the main post, finally got am implementation working... (for the most part).
22  Game Development / Newbie & Debugging Questions / Re: [LibGDX] [$15]Google-Play-Services Setup is not working. on: 2014-05-24 07:10:29
Even if they don't explain to me what the problem with my code was, I can cross-reference and figure it out. That's my method of learning anyway. I study other peoples code and then create my own variations of it. Look up new ways to do it. I'm more or less paying someone to help me.  "Asking how to do it, giving you money if you tell me."

A reward type thing, if you get what I'm saying.

The other reason I'm offering the reward is because it creates an atmosphere where you want to click on the thread. The sheer amount of immediate views since the title update proves that.

The sheer amount of clicks had nothing to do with them wanting your money, it had to do with them wondering why you're willing to pay for a free service. Tongue



Either way, the more impressions it gets, the larger the chance someone might see an issue scrolling through it. Wink
23  Game Development / Newbie & Debugging Questions / Re: [LibGDX] [$15]Google-Play-Services Setup is not working. on: 2014-05-24 06:59:02
It would be more worth your time and money to learn how to do it yourself (or ask help how to) than just have someone else do it. Tongue

Even if they don't explain to me what the problem with my code was, I can cross-reference and figure it out. That's my method of learning anyway. I study other peoples code and then create my own variations of it. Look up new ways to do it. I'm more or less paying someone to help me.  "Asking how to do it, giving you money if you tell me."

A reward type thing, if you get what I'm saying.

The other reason I'm offering the reward is because it creates an atmosphere where you want to click on the thread. The sheer amount of immediate views since the title update proves that.
24  Game Development / Newbie & Debugging Questions / Re: [LibGDX] [$15]Google-Play-Services Setup is not working. on: 2014-05-24 06:54:44
Why are you offering a reward of 15$?

I'm pretty sure anyone who knows how to help you would do it for free.

Because I'm tired of dealing with it and someone who knows how to do it may just breeze over the thread instead of helping. I know the $15 isn't much, but sometimes it's enough to entice someone to take a whack at it. If I had the money I'd just go hire a freelancer to set it up for me, but knowing them it'd cost almost $200, because they're ridiculously over-paid for some of the work they do. I don't like not making progress. I've been stuck on this for almost two days now. I want to know where I went wrong, what's caused the problem, and why.
25  Game Development / Newbie & Debugging Questions / Re: [$15 Donation][LibGDX] Google-Play-Services Setup is not working. on: 2014-05-24 06:46:58
I am now offering $15 PayPal to whoever can help me resolve my issue. I know it's not much, but that's pretty much all that I have.

I also added a bunch of information so you can see all of my code, the errors it throws, or what happens when an error isn't thrown. I explained which lines are causing crashes, and all of the resources I've used to construct the code that I have.
26  Game Development / Newbie & Debugging Questions / Re: [LibGDX][solved] Sharing Score. on: 2014-05-24 06:33:34
You've posted several topics, some self-answered, on the same project here (36% of the last 22 posts, in fact), which leads me to question your effort. Asking questions is fine, and we all want to solve our bugs as fast as possible, but you need to think about your own questions some more before posting them.

I understand, I was just actually getting onto myself about this earlier, but I'm glad you brought it to my attention.
27  Game Development / Newbie & Debugging Questions / Google-Play "Your application is incorrectly configured" on: 2014-05-24 04:28:17


stack trace:
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05-24 19:32:46.368: D/GameHelper(27484): GameHelper: onAR: responseCode=RESULT_APP_MISCONFIGURED, so giving up.
05-24 19:32:46.368: W/GameHelper(27484): disconnect() called when client was already disconnected.
05-24 19:32:46.368: W/GameHelper(27484): ****
05-24 19:32:46.368: W/GameHelper(27484): ****
05-24 19:32:46.368: W/GameHelper(27484): **** APP NOT CORRECTLY CONFIGURED TO USE GOOGLE PLAY GAME SERVICES
05-24 19:32:46.368: W/GameHelper(27484): **** This is usually caused by one of these reasons:
05-24 19:32:46.368: W/GameHelper(27484): **** (1) Your package name and certificate fingerprint do not match
05-24 19:32:46.368: W/GameHelper(27484): ****     the client ID you registered in Developer Console.
05-24 19:32:46.368: W/GameHelper(27484): **** (2) Your App ID was incorrectly entered.
05-24 19:32:46.368: W/GameHelper(27484): **** (3) Your game settings have not been published and you are
05-24 19:32:46.368: W/GameHelper(27484): ****     trying to log in with an account that is not listed as
05-24 19:32:46.368: W/GameHelper(27484): ****     a test account.
05-24 19:32:46.368: W/GameHelper(27484): ****
05-24 19:32:46.368: W/GameHelper(27484): **** To help you debug, here is the information about this app
05-24 19:32:46.368: W/GameHelper(27484): **** Package name         : com.fmeg.tapoutchallenge.android
05-24 19:32:46.368: W/GameHelper(27484): **** Cert SHA1 fingerprint: 17:2D:64:xx:xx:xx:xx:xx:xx:xx:xx:xx:xx:xx
05-24 19:32:46.368: W/GameHelper(27484): **** App ID from          : 79xxxxxxxxxx
05-24 19:32:46.368: W/GameHelper(27484): ****
05-24 19:32:46.368: W/GameHelper(27484): **** Check that the above information matches your setup in
05-24 19:32:46.379: W/GameHelper(27484): **** Developer Console. Also, check that you're logging in with the
05-24 19:32:46.379: W/GameHelper(27484): **** right account (it should be listed in the Testers section if
05-24 19:32:46.379: W/GameHelper(27484): **** your project is not yet published).
05-24 19:32:46.379: W/GameHelper(27484): ****
05-24 19:32:46.379: W/GameHelper(27484): **** For more information, refer to the troubleshooting guide:
05-24 19:32:46.379: W/GameHelper(27484): ****   http://developers.google.com/games/services/android/troubleshooting



I have checked time and time again, and even created a new java project under a new app id, new package name, and new app name and tried again, but I'm still getting this.

The application id matches what is printed in the stacktrace, also matched up with string.xml in my project. This matches the dashboards application ID.
I am a tester for this application and I am using the correct (and my only) google play account.

I don't know what to do anymore.. I've spent countless hours trying to get this google play implementation to work.
28  Game Development / Newbie & Debugging Questions / Re: Getting the Camera Preview to Display. on: 2014-05-23 23:58:42
Updated class, now throwing error 1001
29  Game Development / Newbie & Debugging Questions / Re: Getting the Camera Preview to Display. on: 2014-05-23 23:53:26
Made some class changes, posted error
30  Game Development / Newbie & Debugging Questions / Re: Getting the Camera Preview to Display. on: 2014-05-23 23:15:28
Added new information
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Pippogeek (39 views)
2014-09-24 16:13:29

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2014-09-24 16:12:22

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2014-09-24 16:12:06

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2014-09-23 14:38:19

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2014-09-21 23:33:17

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2014-09-21 02:42:18

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2014-09-21 01:30:30

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2014-09-21 00:26:15

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2014-09-20 20:14:06

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2014-09-19 03:14:18
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
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