Implementing Leaderboards Achievements with Unity (! Iphone/Android)

Hi.

I’ve been looking into implementing Leaderboards and Achievements into my games.

I use UnityScript (JS) for my scripting.

I’m not developing for the Iphone or Android but rather for the Web/Mac/PC.

I’ve checked the following out and somehow it seems each one of them for different reasons can’t be used for my situation, please correct me if I’ve missed something.

DimeRocker - Is documented for C# and after trying to work through the errors it seems it isn’t updated to support Unity 3 - I may be wrong…would it be feasible to use DimeRocker with Javascript - again, if I’m not mistaken it’s built around CoRoutines and Yield statements for it’s basic implementation and is therefore not geared for UnityScript developers. (So for this one - I’d need to get to know C# development).
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–edit(oct17th) [I’m not sure but it seems the examples on Dimerocker have been updated to include more Javascript solutions. I may be completely wrong and missed it the first time around…but then no one ever commented on this…well - am going to give it a try and will be back with a report for the community]
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Ok that was my goof. It seems the Leaderboards examples are c# based. Anyone know how to use the Dimerocker leaderboards from javascript?
Thanks.

UnityTokens - This one seems to be workable and is geared towards UnityScript developers but it seems to lock in the developer to their own portal (TinyUtopia - Arcade) - which is not the way I’m going. I’d want to deploy on my own site with my own advertising scheme, etc.

Cmune - Seems to support leaderboards and achievements - but, well…I’m not sure if they’re ready to serve - as I haven’t found anything to download on their site - the only lead being their offer on their site -

"Developers: you created a 3D game and wish to make it multiplayer, get distribution and monetize it?

Contact us here!"

I’d rather have an Open Api to work with and not work with another company on the monetization scheme.

There is also - OpenFeint/Scoreloop/AgonOnline - but all 3 seemed to be geared for Iphone/Android type development - Anyone know if anyone of them could be used for straight forward implementation into a unity for web type scenario?

There is also the Nitro alternative - which at the moment seems abit expensive for my budget at a minimum of $100 a month.

The way I’m reading this is I’ve got one option left…to develop my own server side for both simple leaderboards and achievements which seems like a great waste of time and energy when there are all these platforms offering it…or master C# - and get DimeRocker working for me…

Oh well…I’ll keep on looking.

ps.

I’m wondering how difficult it would be to use the WWW class to implement Kongregate API Leaderboards and achievements with Unity.

–edit

pps.

A first look at Kongregates developer pages - it may be possible to use the Javascript API. Not directly from within Unity but through browser communication. I’m not even sure they accept new Unity games at Kongregate but I may have a go trying this solution out. I’ll post any results.

–edit

ppps.

Well, looking at the kongregate developer FAQ - it seems they only take flash and director - So I’m not even gonna try. :frowning:

pppps

New Kongregate – Unity API.

Lots to dig into now.

For simple leaderboard integration I’d recommend the newly launched dimeRocker Arcade. The only dimeRocker code you have to deal with in this system is as follows:

if (dimeRocker.isReady) {
    dimeRocker.SubmitScore(score);
}

Check out the full dimeRocker Arcade API at http://developer.dimerocker.com/docs

Thanks Brad.

That looks like my kind of implementation :slight_smile: - I’ll give it a try and will be sure to post back with results.

I understand it’s still in Alpha - when should we look forward to Beta?

If I understand correctly the dimeRocker Arcade paradigm - is limited to Facebook and must be only on the dimeRocker Arcade page. Therefore I can’t advertise, etc. I can only monetize through in-game payments?

If I have my game up and running on dimeRocker arcade - can I still have my own web page implementing the game with advertising ? Can I have a downloadable full version for sale? etc.

—==

Updating my above post - I’ve had a look at another contender which looks quite interesting although also in early stages - I couldn’t find proper documentation and no Unity examples - but that may just be me.

Here’s their site : - http://roarengine.com/ -

Seems like an interesting Idea - I haven’t been able to try it out though.

Thanks

gl33mer,

The beta Arcade is planned to be released in roughly 6 weeks (mid-January) with some more features, mainly focusing on using Facebook’s social channels.

The dimeRocker Arcade is Facebook-only application and your game must be in that application to work with it’s API, yes. If you implement advertising into your game you could advertise, but developers don’t have access to the Facebook canvas to add banner ads, no.

You can have your own web page with your game, but it won’t work with dimeRocker, nor will a standalone version. dimeRocker Arcade requires you to be logged into Facebook. We’re working on a mobile client which will integrate Facebook Connect, and that should solve this issue.

Roar Engine is quite a bit different than dimeRocker. It is a game mechanics engine, where as dimeRocker is a hosting solution. They have a similar API, so you can use either for Leaderboards or Achievements, but your game wouldn’t have the traffic of the Arcade and you’d have to provide hosting as well.

Cheers.

Thanks for the iin-depth reply.

I do find it a bit limiting and can’t see how I can monetize this way.

Btw, could I fetch profile pictures of the users friends and use that as a texture? using your api?

Thanks again.

Currently you can grab the player’s profile picture. By the time the beta launches (mid-January), you should also be able to grab the friends information as well.

Still mid-January?

Is there a test function to have my game stay private until I’m ready to publish?

If I want to implement - “Payment for continue” as mentioned on your site - Is there a built in API for that?

Are you considering peer-review as a way to ensure adequate-level content similar to XBLIG (XNA INdie on 360)?

Your game is completely private until you submit it for approval.

There is currently no peer-review system other than the showcase thread on the developer forum. It’s a good place to get feedback before submitting your game for approval. However it would be very cool to have a better system for this and it will be further looked into.

There isn’t an API for specific microtransactions. To do a payment for continue option you could do the following:

  • Create a store item on the dimeRocker app called something like “Extra Life”.
  • Have a button in your game that is disabled unless dimeRocker.HasItem(“Extra Life”) equals true.
  • If they have the item and click the button to use the extra life, call the function dimeRocker.RemoveItem(“Extra Life”).

Note: If they purchase the item (even while playing the game), their inventory is automatically updated and dimeRocker.HasItem(“Extra Life”) will be true.

Thanks Brad for the great answer.

As for the peer review idea. Maybe a multi-tier arcade would be a way to go. Lower tiers may not need peer review as opposed to higher tier which would - Higher tier having more API options. Maybe just a 2 tier arcade would suffice.

I’ll be sure to bring in any ideas which are relevant.

I’d also look into what the developer community is saying about the XBLIG peer review system and learn from that.

Thanks again.

This is something we are discussing. A premium developers type deal, with access to more advanced APIs, etc.

Thanks for the tip about XBLIG.

Sounds good.

And, my pleasure :slight_smile: