Scoreloop and OpenFeint
by Ronald Ian Bantayan · in iTorque 2D · 07/30/2009 (1:24 pm) · 84 replies
these are third party (and free) services that provide achievements and other functions like chatroom integration and such on top of your app. i'm experimenting with these products to see if i could add global and cumulative achievements to my games. it would be interesting to hear what other iTGB devs have to say about this.
http://www.scoreloop.com/
http://www.openfeint.com/
http://www.scoreloop.com/
http://www.openfeint.com/
#62
The analyser is really nice.
09/08/2009 (4:53 pm)
Xcode 3.2 has been nice to me. Nothing has mysteriously stopped working :)The analyser is really nice.
#63
09/08/2009 (4:55 pm)
XCode is not the only thing I use on my mac and I know that other programs didn't go through that nicely with their registration procedures for others so I will wait till the corresponding apps have been updated to adress such problems.
#64
09/08/2009 (5:04 pm)
I only lost two fluff apps, and everything else is fine. YMMV etc.
#65
09/10/2009 (9:19 pm)
4985 errors on simply building the latest OpenFeint (not even calling it from my T2Di). Headers using classes without including headers for them. It's a bit messy right now. Anyone had better luck with the latest version?
#66
09/10/2009 (10:15 pm)
means likely the same it always meant: you skipped the step with including the openfeint.pch in the itgb.pch
#67
09/10/2009 (11:17 pm)
Nope, first thing I did. Besides, I'm just *dropping the OF code in*. Not using it in any way or form, just checking if it compiles.
#68
Did you ensure to add the data right to the project? Don't add them in as references!
And don't drop them in through XCode but put them into the engine folder correctly and then add them in, otherwise all include paths will go to bogus
09/10/2009 (11:55 pm)
compile errors don't require it to be used.Did you ensure to add the data right to the project? Don't add them in as references!
And don't drop them in through XCode but put them into the engine folder correctly and then add them in, otherwise all include paths will go to bogus
#69
09/11/2009 (12:50 am)
Yep, done all that. But I think I put it in the wrong PCH - the file isn't even *in* the project. Going to look more closely at it when I'm awake again.
#70
"operator new(unsigned long, void*)", referenced from:
FrameTemp<char*>::FrameTemp(unsigned int)in behaviorComponent.o
GuiMLTextCtrl::allocFont(char const*, unsigned int, unsigned int)in guiMLTextCtrl.o
GuiMLTextCtrl::allocBitmap(char const*, unsigned int)in guiMLTextCtrl.o
FrameTemp<t2dVector>::FrameTemp(unsigned int)in t2dPhysics.o
t2dTextObject::addFontSize(int) in t2dTextObject.o
I tried unchecking the "Compile for Thumb"
I implemented the #ifndef TORQUE_DISABLE_MEMORY_MANAGER change. Without it, it complains about redefining new.
I'm using GCC 4.0 with 2.2.1 target on 3.0 SDK.
09/11/2009 (12:56 am)
I'm stuck in the pesky linking issue:"operator new(unsigned long, void*)", referenced from:
FrameTemp<char*>::FrameTemp(unsigned int)in behaviorComponent.o
GuiMLTextCtrl::allocFont(char const*, unsigned int, unsigned int)in guiMLTextCtrl.o
GuiMLTextCtrl::allocBitmap(char const*, unsigned int)in guiMLTextCtrl.o
FrameTemp<t2dVector>::FrameTemp(unsigned int)in t2dPhysics.o
t2dTextObject::addFontSize(int) in t2dTextObject.o
I tried unchecking the "Compile for Thumb"
I implemented the #ifndef TORQUE_DISABLE_MEMORY_MANAGER change. Without it, it complains about redefining new.
I'm using GCC 4.0 with 2.2.1 target on 3.0 SDK.
#71
if I skip the required project settings that won't appear but you get in trade a few thousand errors from OpenFeint (cxx setting)
09/11/2009 (1:08 am)
@Lin: welcome to my world ... that and the following X lines is exactly where my attempts stopped all the time.if I skip the required project settings that won't appear but you get in trade a few thousand errors from OpenFeint (cxx setting)
#72
In platform.h, line 618:
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
extern void* FN_CDECL operator new(dsize_t size, void* ptr);
#else
#include <new>
#endif
Once that was done, linking errors go away.
09/11/2009 (1:12 am)
Bingo.In platform.h, line 618:
#ifndef TORQUE_DISABLE_MEMORY_MANAGER
extern void* FN_CDECL operator new(dsize_t size, void* ptr);
#else
#include <new>
#endif
Once that was done, linking errors go away.
#73
You are using Script Optimize build? (if so did you fix the flags, as memory manager otherwise is missing the R and will never work)
09/11/2009 (1:18 am)
ok now I'm puzzled because exactly that didn't work ... ok I've already been on the 3.1 SDK beta but that shouldn't make any difference.You are using Script Optimize build? (if so did you fix the flags, as memory manager otherwise is missing the R and will never work)
#75
I had to make the #ifndef changes in iPhoneMemory.mm and platform.h.
I also added:
-DTORQUE_DISABLE_MEMORY_MANAGER
To "Other C Flags" (which also fills in Other C++ Flags).
09/11/2009 (1:23 am)
I am using Script Optimize.I had to make the #ifndef changes in iPhoneMemory.mm and platform.h.
I also added:
-DTORQUE_DISABLE_MEMORY_MANAGER
To "Other C Flags" (which also fills in Other C++ Flags).
#76
09/11/2009 (1:26 am)
I just use the GCC 4.2 -> Preprocessing -> Preprocessor Macros section in build options, rather than Language -> Other C Flags.
#77
@ronny: I hate stealth releases ... why the heck am I subscribed to the blog system RSS and multiple times a day here if no one cares to post such stuff :)
Will have to check it out soon then.
EDIT: Ok, checked out and its more than disappointing. Above of not really beeing any faster than the slow 1.2, now the sample game even has ugly visual glitches + the touch control no longer works.
The sample game is not work breaking but if even stuff that worked and is trivial gets broken, it really just repeats the experience we had with iTorque: badly tested releases with low to no quality examples that work but that are far from real samples as 12 - 15 frames for a simple shooter that is driven by components not just badly opted script code only shows one thing and thats not really what samples should show. Its an as bad sample for iTGB as stronghold was all the time for TGEA due to its crap-timized tower from stone age TGE times.
Will wait and see how the beta progresses in the next beta releases
09/11/2009 (1:28 am)
Its actually already there in script optimize, you must define it yourself.@ronny: I hate stealth releases ... why the heck am I subscribed to the blog system RSS and multiple times a day here if no one cares to post such stuff :)
Will have to check it out soon then.
EDIT: Ok, checked out and its more than disappointing. Above of not really beeing any faster than the slow 1.2, now the sample game even has ugly visual glitches + the touch control no longer works.
The sample game is not work breaking but if even stuff that worked and is trivial gets broken, it really just repeats the experience we had with iTorque: badly tested releases with low to no quality examples that work but that are far from real samples as 12 - 15 frames for a simple shooter that is driven by components not just badly opted script code only shows one thing and thats not really what samples should show. Its an as bad sample for iTGB as stronghold was all the time for TGEA due to its crap-timized tower from stone age TGE times.
Will wait and see how the beta progresses in the next beta releases
#78
App Store link: itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=325698949&mt=8
09/16/2009 (10:46 pm)
The OpenFeint version of Buggle has just showed up in the App Store. I am quickly moving down the leader board as people post high scores.App Store link: itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=325698949&mt=8
#79
Ill be trying to shoehorn it into Deltoid this weekend :)
Edit: Thanks for the tips guys, got it compiling (3.0 & GCC4.2) at least using both the iPhoneMemory and Platform tweaks, would have have been a nightmare without!
09/18/2009 (12:46 pm)
Congrats on getting it up and running Kevin!Ill be trying to shoehorn it into Deltoid this weekend :)
Edit: Thanks for the tips guys, got it compiling (3.0 & GCC4.2) at least using both the iPhoneMemory and Platform tweaks, would have have been a nightmare without!
#80
09/23/2009 (4:25 pm)
I have to say that I'm surprised how desired of a feature OpenFeint has become. Is the consensus that it's not too hard to integrate? I'd love to see a full resource posted on this.
Torque 3D Owner Marc 'Dreamora' Schaerer
Gayasoft
I've not yet upgraded to 10.6, until the initial problem reports that appeared all over are "cleared". No time to fight problems just due to early upgrade (bought it on release day though)