Thanks a lot! I just upload my first game on play store with the play game service. When you're ready to publish your game don't forget to change your credentials fingerprint to the one that google provide you if App integrity is enable. If you want to check out my game, Vampiric Blade its a free 2d platformer game.
@HamsterAtDawn
Жыл бұрын
Thank you so much for taking the time to cover common issues. 99% of tutorials just assume everything will go perfectly for you and then I spend hours trying to research the errors I'm getting.
@TommyLikeTom
9 ай бұрын
Google Cloud Services has changed so much since this tutorial that I can't really follow past 4 min. After several days I realised the button to continue appears i the corner of the screen. The goose chase I've been on is insane
@JorgeRosa
2 жыл бұрын
Awesome! Thankyou!
@yassineaitasse
2 жыл бұрын
Thanks again ❤
@maxd7193
2 жыл бұрын
So after you get everything to work do you need to do anything else before Production release? great video by the way :)
@FinePointCGI
2 жыл бұрын
No it should just work TM
@AkashM-lq6fx
2 жыл бұрын
Can you please make a video on about facebook integration in Godot
@FinePointCGI
2 жыл бұрын
Yes that is on the list!
@AkashM-lq6fx
2 жыл бұрын
@@FinePointCGI ohhh. Super. I'm very intresting on your videos. And waiting for facebook integration eagerly...
@AkashM-lq6fx
2 жыл бұрын
@@FinePointCGI 1.Peer to Peer 2. Host server 3.Dedicated server Above three which one is best for multi-player architecture
@FinePointCGI
2 жыл бұрын
I'm not sure I understand the question but I'll answer it the best I can.. It depends on what your doing really, most people either do host server or dedicated server because someone needs to be the source of authority.. Dedicated server generally is better however then you have to pay the money to host the servers.. whereas If the user hosts a server then you don't need to deal with that extra cost, but your games performance can lag because your dependent on the users internet. I like both for different reasons dedicated servers faster so a better experience generally for users but when the user hosts it if for some reason the developers kill the server you can still play the game with your friends because you or other people host the server if that makes sense.
@AkashM-lq6fx
2 жыл бұрын
@@FinePointCGI Thank you for your response. It's really helpful. And I want develop game like carrom pool
@user-ln2bx1md8m
4 ай бұрын
This is really well-explained and informative. Great work! I have a question about saved-game section. If the saved-game name has to be unique for each user and we are required to provide this unique name at the time of init, then at that moment the user is not logged-in. Also, a user may even have more than one account and might switch between the accounts regularly. So, how do we get that user-specific unique name for save-game at the time of init? Or is there a way to set this field after login instead of doing at init? One way I think would be to keep the unique name stored locally but that wouldn't work for a first time login of that account on a new device. Yet, usually users get their saved game as soon as they log-in to their account in the game on a new device. So how does that work?
@dankjankers6655
2 жыл бұрын
Ooooh 🙏🙏🙏🙏
@FinePointCGI
2 жыл бұрын
I was going to tell you that I have videos on both of the subjects you suggested lol
@vivianoliveira5432
Жыл бұрын
Thanks
@endavidg
2 жыл бұрын
Why do we need Game Server credentials if we don't have a game server? That got me... I was trying to use the Client ID from the Android credentials but that doesn't work... I also read a thread in reddit saying that you have to use an empty Client ID with a single space... That doesn't work either. The only thing that works is the Web credentials 🤔
@Nico121Niku
Жыл бұрын
There are a lot of different game servers, the list of users and their achievements/hiscores, is stored in a game server, not only a lobby to start a match in your game, or the world from an mmorpg. If you don't have a game server, then your game is offline and all the required data is in the device your game is running.
@maxg5196
2 жыл бұрын
So I'm having a weird bug. The min_sdk setting in export settings just isn't showing up for whatever reason. Just the Code and Name are showing up in the version tab there. I already enabled the plugin, used custom build, assigned debug keystore stuff, made the edits in the android build template. I have no idea why this setting just isn't showing up in the export settings.
@maxg5196
2 жыл бұрын
Think I figured out a solution, for those who also experience it. In the config.gradle file, there is settings for minSdk and targetSDK that I changed that aren't showing up in the editor like they did for you. I believe this fixed the issue
@user-rc8ek4jv5n
2 жыл бұрын
@@maxg5196 Thanks a lot.
@leerpret3950
2 жыл бұрын
❤
@ysaeldev
Жыл бұрын
Hello there @FinePointCGI , excellent tutorial; but I have a question. According to GPlay "This app does not have any achievements". Do I have to wait for the achievements to be "present" on GPlay servers? If yes, how long would it take on avg? Can't find answers online
@ysaeldev
Жыл бұрын
never mind, I just had to unlock an achievement first. still weird
@FinePointCGI
Жыл бұрын
@@ysaeldev Yeah that is odd. You shouldnt need to have achevements in your game.
@TommyLikeTom
8 ай бұрын
Please when you say you're going to leave something in the description make a note of it
@lives32
Жыл бұрын
Help me please when I click button save game, but game not save and disconnect my user login all-time. I already check my code in every line but not difference of your code. I can't save my game.
@aminee_bs
2 жыл бұрын
so TheSavedGame part is the only way to save player progress and levels opened and coins received etc.. ? i cant change or add any things to player data or player stats ?
@leerpret3950
2 жыл бұрын
How does one retrieve player high scores to display in the game?
@FinePointCGI
2 жыл бұрын
The addon does not support it sadly however you can follow this guide to do it manually. developers.google.com/games/services/web/api/scores/get
@aminee_bs
Жыл бұрын
I don’t have an authorized google cloud account and app domain 😢 how can i publish my account ? Please help everything is working well but only in testing
@doctormustaqueem2005
2 жыл бұрын
Login and other features work fine When i usb debug or export to android directly. But it doesnt work when i upload and download from playstore as internal tester ..it tries to show popup and fails .can any one help...using godot 3.4.2.
@FinePointCGI
2 жыл бұрын
Try opening a command prompt with your phone conneced in usb debugging and use adb logcat and see if something comes back. developer.android.com/studio/command-line/logcat Hopefully you will find some kind of error that we can start from.
@doctormustaqueem2005
2 жыл бұрын
@@FinePointCGI thanks for replying, i think there is somthing going on with PlayGamesServices[SignInAuthenticator]: **** Cert SHA1 fingerprint why does it keep on changeing on its own in google cloud ?
@FinePointCGI
2 жыл бұрын
I'm not sure why it's not working according to their docs it should just use your key store in theory.. developers.google.com/android/guides/client-auth
@doctormustaqueem2005
2 жыл бұрын
@@FinePointCGI thanks now it works, I hav 1 more question regarding save game name string in save snapshot and string in ininitwithsaved game : 1) are these 2 strings need to be same 2) do we need to put these 2 strings unique for each user or just savesnapshot string has to be unique ? 3) and can we use player-id from returned from get playerinfo()...
@FinePointCGI
2 жыл бұрын
@@doctormustaqueem2005 Yes they need to be unique they should be the same and you can use the player id.
@maxg5196
2 жыл бұрын
For testing the controls and other things of a touch screen mobile game, what is the most efficient way to do so? For instance, is there a way to hook up your android device to your pc and have it export and deploy the game to be played on your device as opposed to an emulator on the pc? This is preferred as you can't simulate multiple screentouch actions (unless you have like multiple mouses) on an emulator, and this will help work out the nuances of mobile control schemes. Is the only way to achieve this to export it out to google play and download/update the app on your device, then run it? Seems inefficient, lmk if there is a better way.
@FinePointCGI
2 жыл бұрын
There is, If you have your phone connected to your computer and its in developer mode. If you have adb installed on your machine once you create your export template, next to the play button that will be an export to Android button you can click and it will export directly out to your project. It may or may not work with google play.
@FinePointCGI
2 жыл бұрын
@UCR_sN1ER6dLNZKi_XkBuFhw ADB gets installed when you install android studio and the android development kit. You "should" have it already. You need to make sure your phone is in developer mode with usb debugging enabled and authorized and it should show up.
@maxg5196
2 жыл бұрын
@@FinePointCGI So the export to Android button references the device emulator in Android Studio. When I close out Android Studio, it goes away. Right now I currently have my device connected with usb in developer mode. I also do have adb installed. How do I get that export to android button to reference my connected phone, as opposed to an Android Studio emulator? Do I need to install or do anything additionally on my phone that I am missing?
@saicoromero1180
2 жыл бұрын
Hello ! i take a problem I did all the steps but when I start it on my phone it tells me that it stopped when trying to open googleplayservices
@FinePointCGI
2 жыл бұрын
Are you getting any other errors? I have ran into this when the web auth isn't set up so that may be a place to look at..
@HamsterAtDawn
Жыл бұрын
I'm regretting choosing to release on Android...
@bjyxmas1
2 жыл бұрын
10:00 When you create a SHA-1 certificate fingerprint on "Create OAuth client ID" page, debug keystore is used to get the fingerprint. is this okay for the actual release? Shouldn't we get the fingerprint from the release keystore?
@FinePointCGI
2 жыл бұрын
You are correct it should be from the release. I must have made a mistake.
@bjyxmas1
2 жыл бұрын
@@FinePointCGI I don't think you made a mistake. For the debug purpose, it looks totally fine (I guess). My concerns were 1. Can end-users sign in to play games services for release-build if I use debug keystore fingerprint? 2. Can test-users sign in to play games services for development-build if I use release keystore fingerprint? 3. If none of them work, then should I switch my credentials everytime I test and release. I'm not asking you to answer these questions, I'm still investigating how this works. Thanks for your kind answer anyway :)
@FinePointCGI
2 жыл бұрын
@@bjyxmas1 1 In theory yes, but no when you upload to Google Play it requres a release keystore and that keystore must match the google play games fingerprint so you would need to swtich it out. 2. Yes if you just use the release keystore it will work however debugging may be a bit limited.
@harisssahmad
2 жыл бұрын
Hey! Awesome video but I have been facing this one error while building the app, and cannot find the fix anywhere. The error in my adb log is: "Invalid call. Nonexistent function 'init' in base 'JNISingleton'." The plugin is not working for me because of this
@FinePointCGI
2 жыл бұрын
Try changing it your init if it's not already to play_games_services.init(true,false,false,"")
@harisssahmad
2 жыл бұрын
@@FinePointCGI I saw this fix on Github as well, but it sadly did not work for me. Can you tell me which version of Godot you are using? (I am using Godot 3.3) Thanks!
@FinePointCGI
2 жыл бұрын
I'm using 3.2 I think.
@FinePointCGI
2 жыл бұрын
Big ole Edit: Try using this version. The developer abandoned his code base and they guy has a more up to date version of it. Try this and see if it works. github.com/oneseedfruit/PGSGP
@ysaeldev
Жыл бұрын
i did a recent comment that might help ya
@vineurohd
2 жыл бұрын
Why is my SHA1 longer than 40 characters??
@FinePointCGI
2 жыл бұрын
How long is it? If it's over 40 it shouldn't be sha1
@vineurohd
2 жыл бұрын
@@FinePointCGI Yeah i get a problem in Google Cloud. because it is too long. Yes it is over 40 characters. And in the cmd it says SHA1: so i dont know what to do
@FinePointCGI
2 жыл бұрын
How did you generate it?
@vineurohd
2 жыл бұрын
I don't know if that helps but besides the SHA1 and the SHA256 there is an MD5
@vineurohd
2 жыл бұрын
@@FinePointCGI I did it a half year ago: keytool -v -genkey -keystore releaseKeystore.keystore -alias MYALIAS -keyalg RSA -validity 1000000 but i have already used it. can I just easily create a new one for my current app in the play store?
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