GameSparks FAQ’s

As with any wide-ranging development tool or engine such as Unity or Unreal, users move through a gradual learning curve as they get to grips with the processes involved in taking advantage of the impressive functionality on offer.

Whilst relentlessly working to build upon our broad feature-set, GameSparks additionally continues to deepen the resources available to support users through each aspect of the platform. By working with many of the thousands of developers using our platform, we have compiled some of the commonly asked questions and provided answers to all, including relevant documentation and tutorials.Screen Shot 2016-03-11 at 10.43.20

Q: Is there a system status page I can use to see if there any issues with GameSparks?

A: Here at GameSparks, the DevOps team is constantly maintaining an exceptionally high standard of platform availability and reliability, in turn providing our customers, and their games, with a consistent total uptime. Recently we have taken further steps to ensure full peace of mind for our users, creating – a status page that provides a RealTime overview of the GameSparks services.

For further details concerning the GameSparks status page including a detailed overview of our multiple internal and external monitoring, as well as our automated functional tests, visit the blog post here.

Q: How do I send a request in Cloud Code?

A: Custom Cloud Code is a powerful part of the GameSparks Services. Cloud Code helps you create custom logic that can be used across different platforms. When using Cloud Code, you can implement various Portal configurations into your game, possibilities can include Leaderboards, Events, etc. This can be achieved using any of GameSparks provided SDKs. All of the GameSparks SDKs are interchangeable, meaning that if, for some reason, you wanted to use a different SDK, you wouldn’t need to make any alterations to the Cloud Code you’ve already written.

For a full demonstration on how to use Custom Cloud Code, including how to set, get and test an Event, see the detailed tutorial here.

Q: How can I automatically create a challenge after players have been matched

A: Challenges allow you to set up multiplayer game mechanics to encourage players to get their friends to play with each other. Challenges can be configured with a wide variety of options. They can be between one or more players and they can have start and end dates associated with them.Capture

To automatically create a challenge when players have been matched, you can send a CreateChallengeRequest by customising the cloud code for the MatchFound message. The second participant will then receive a ChallengeIssued message. To automatically accept the challenge request, edit the ChallengeIssued message under the user messages tab in Cloud Code. For further information on how to create and automatically accept a challenge, see the full tutorial here.

Q: What steps do I need to take when publishing my first snapshot?

A: When publishing your first snapshot to the live servers you will need to create a version of your game. You create a version by taking a ‘snapshot’ of the configuration. The process collects all your configuration information and stores it into a configuration set. This set also contains any data you have in your metadata collections. To learn more about creating a snapshot, see the dedicated documentation page.

Q: How can I schedule events and messages?Capture

A: You can schedule Events and Messages by using GameSparks Custom Cloud Code. There are two ways in which you can schedule Cloud Code scripts, the first involves scheduling a Module script via the SparkScheduler Cloud Code object, the second is to use one of the predefined system schedulers.

You can find full demonstrations of both methods to schedule events and messages in the relevant tutorials below:

Who uses GameSparks?