Game Center - Offline functionality

I would like to see game center offline functionality. A simple system where you call your requests and they are stored until the user goes online again. Even at start up on the next init (if it logs in) would be perfect.

We can track and handle this on our own but it seems like a lot of work when tools like OF will do it for us.

Thanks,

David
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Honestly, I don’t know the answer to this right now. I read a claim that iOS 5 might do this automatically for you now, but I cannot find anything in their documentation about this. I don’t know about the lower iOS versions.

If you guys want to help out and either test these scenarios or find the Apple documentation that says so, we can figure out the answer.

One additional place to check are the WWDC videos.
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I’ve been looking around a little bit also. I also tried to see if it would unlock on my iPad running iOS 5 and it’s not working. I’m assuming that even with Game Center doing this, it’ll need to be implemented on the Corona SDK side as well right?

The statement of “don’t” call GC requests unless you are logged in makes me think this is not setup for the Corona.

Just some thoughts… I’ll keep looking and will post here if you see anything… please do the same if anyone else sees something as well.

-David [import]uid: 27681 topic_id: 20877 reply_id: 82328[/import]

iOS 5 stores Game Center requests and retries until successful execution automatically for you. It would be a waste of time to do this just for iOS 4.3.

Game Kit Quote: “Your application should keep a strong reference to the score object until the reporting task is complete. If the score object successfully reports progress to Game Center, your application may release it. Otherwise, your application should inspect the error. If the error is a network error and your game is running on iOS 4.3 or earlier, your game should periodically attempt to report the progress until the score is successfully reported. On iOS 5.0 and later, the background reporting task automatically handles network errors on your game’s behalf”

Same paraphrased quote for achievements in that section.

Leaderboards, Achievements, and Friend Requests were an important first step, but Game Center efforts at this point need to turn toward getting Game Center hosted turn-based gameplay done while Ansca staff still has the GC stuff fresh in their minds. That way we can take our games to the next level without having to pay an additional fee to use third-party services or build/host server infrastructure. That’s what Corona’s all about (keeping dev costs down). Trying to make things a little bit easier for old devices is far less important than that. [import]uid: 36054 topic_id: 20877 reply_id: 82347[/import]

Thanks for your information. Have you tried this or tested it? I’ve been testing and trying it without success. I’m developing for 4.3 and 5.0 so I’m not sure what the point of your last paragraph was? Just a rant? I do that too sometimes. [import]uid: 27681 topic_id: 20877 reply_id: 82485[/import]

Agree about ansca focusing on turn-based play through GC. I’m just about to implement pubnub in my game and to be honest I’m not looking forward to the task.

Is this something we think might be implemented in the next month or is it a long way off? [import]uid: 93133 topic_id: 20877 reply_id: 82488[/import]

Assume it is a long way off.
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Game Center recieves the unlockAchievement command on every request and shows banner (if banner=true)
(in OpenFeint, if ach. done before, banner is not showing)

I am checking achievements at the end of the match.
I’m not checking achievements done/not done.
always checking and sending all of the achvs from beginning to end.

For examples:
‘Win 1 match’ achievement request sending on every winning match. (if win match count>1)
‘Reach 1000 points’ achievement request sending if points above 1000… (if points>1000)

And user shows repeating achievements on screen everytime…

can I MUST check the achievements done/not done in my game db ?
or is there a quick/smart way to solve this trick?

*I am also afraid of offline achievement data maybe fails on background?
(on an error, user cant done this achievement no more)
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