Nimesh Chandramaniya
Nimesh Chandramaniya

Reputation: 628

Online multiplayer game using Google Play Games Services in Cocos2D-X

We are developing an online cross-platform turn-based multiplayer game. We are thinking of using Google Play Games Service plug-in available in Cocos2D-X. For integration of this plug-in into our game, we need to use SDKBOX.

I have the following queries:

  1. Has anyone had experience (good or bad) working with SDKBOX and Google Play Game Services?
  2. Does SDKBOX communicate with SDKBOX servers? If so, does this mean that they could start charging in the future based on your game's usage of that server?
  3. How good is the matchmaking feature in Google Play Game Services?

I'd appreciate any suggestions on these queries. Thank you in advance.

Upvotes: 0

Views: 492

Answers (1)

Iulian
Iulian

Reputation: 1156

I have worked a lot with SDKBOX in the past, not with GPG but with other plugins and in the long run I ended up having two problems:

  1. Cocos2d-x update: when you import an sdkbox plugin it makes changes into the cocos folder so updating cocos will be a problem because you will have to manually redo all the changes that sdkbox does into the cocos folder.

  2. GPG update: sometimes it happens that Google will push some vital changes to GPG and sdkbox will be obsolete until update and because sdkbox is closed source you will have to wait until they release an update.

Their products work great for people who are not that technical but I would suggest to create your own native GPG implementation and create an JNI bridge to communicate between c++ and java. This way it will be easier to debug and update.

There are many tutorials online on how to install and configure GPG in your android app and creating an JNI bridge is not that hard. In the long run it will be more beneficial for your game not having to depend on external plugins.

Upvotes: 2

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