Going Live Checklist

Introduction

This Going Live Checklist is written for game owners who have created an account on the GameSparks platform and developed a game - it's intended to help you launch your game a smoothly as possible.

Checklist

1. Follow through our Best Practice documentation and apply them to your game to ensure it is optimized and ready to scale at launch.

2. When you are approaching the live launch of your game, whether it is a soft launch, beta test or full launch, please let us know with an advance email, or by raising a support ticket. Be aware that default service limits are in place until you request an limit increase. For more information please see our Pricing page.

When you reach out to us, please provide the following information:

3. When you have completed your game configuration and created a Snapshot, publish a Snapshot to the Live stage.

Note Do you get a warning when you click the publish icon button for your Snapshot telling you that you do not have access to the Live environment? This means your game is Development Pricing Tier and you can only work in Preview stage. To upgrade your game to the Standard Pricing Tier, you can click Upgrade on the warning dialog that appears when you click to publish a Snapshot or you can go to the Game Overview page and upgrade from there.

4. Make sure your Release Candidate Client is pointing to Live. For details, see the following Pointing to Live section.

Additional Notes

Please also note the following when you Publish to Live:

Pointing to Live

This section explains how to check how your Release Candidate Client is pointing to Live.

How to point to Live in:

Pointing to Live in Unity

To make sure your Unity client is pointing to Live, in the GameSparksSettings window, uncheck Preview Build:

Pointing to Live in Unreal

To make sure your Unreal client is pointing to Live, in the Connect function, uncheck Preview Server:

Pointing to Live in Android

To make sure your Android client is pointing to Live, set the 4th parameter for the initialise method to true:


GSAndroidPlatform.initialise(this, "yourApiKey", "yourApiSecret", true, true);

Pointing to Live in ActionScript

By default, the ActionScript SDK will connect to the Preview server. To make sure that the SDK is pointing to Live, call the setUseLiveServices method with true as its parameter:


gs.setApiKey("yourApiKey")
    .setApiSecret("yourApiSecret")

    .setUseLiveServices(true)

    .setLogger(writeText)
    .connect();

Pointing to Live in CPP

To make sure your C++ client is pointing to Live, set the 3rd parameter on the constructor to false:

GS gs;
NativePlatformDescription platform;
gs.Initialise(&platform);


class NativePlatformDescription : public IGSPlatform
{
public:
    NativePlatformDescription():IGSPlatform
    (
        "<GameSparks Api Key>", // insert your auth key
        "<GameSparks Api Secret>", // insert your secret
        false, // use the preview server?
        true // do you want verbose debugging?
    )
    {
        ...
    }


    ...
};


Pointing to Live in cocos2d-x

To make sure your cocos2d-x client is pointing to Live, set the 3rd parameter on the GameSparksCocos():platform constructor to false:

class  AppDelegate : private cocos2d::Application
{
  ...

    struct GameSparksCocos
  {
       class OnScreenLoggingCocosPlatform : public GameSparks::Core::Cocos2dxPlatform
     {
     public:
      OnScreenLoggingCocosPlatform(const gsstl::string& apikey, const gsstl::string& secret, bool usePreviewServer, bool verboseLogging = false):GameSparks::Core::Cocos2dxPlatform(apikey, secret, usePreviewServer, verboseLogging)
            {
                ...
            }

        ...
        };

        GameSparksCocos():platform("yourApiKey", "yourApiSecret", false, true)
    {
      GS.Initialise(&platform);
    }

    OnScreenLoggingCocosPlatform platform;

    GameSparks::Core::GS GS;

        ...
    };

    ...
};



Pointing to Live in iOS

To make sure your iOS client is pointing to Live, set the andPreviewMode parameter to false:


self.gs = [[GS alloc] initWithApiKey:@"yourApiKey" andApiSecret:@"yourApiSecret" andPreviewMode:false];

Pointing to Live in JavaScript

To make sure your JavaScript client is pointing to Live, call the initLive method of the GameSparks instance:


<script type="text/javascript">

    var gamesparks = new GameSparks();

    function init(){
        gamesparks.initLive({
      key:"yourApiKey",
      secret:"yourApiSecret",
      and so on...
        });
    }


    ...
</script>


Pointing to Live in Marmalade

To make sure your Marmalade client is pointing to Live, set the 3rd parameter on the constructor to false:


MarmaladePlatform gsPlatform("yourApiKey", "yourApiSecret", false);
GS.Initialise(&gsPlatform);

Pointing to Live in Corona and Defold

To make sure your Corona or Defold client is pointing to Live, call the setUseLiveServices method with true as its parameter:

gs.setLogger(writeText)
gs.setApiKey(apiKey)
gs.setApiSecret(apiSecret)
gs.setAvailabilityCallback(availabilityCallback)

gs.setUseLiveServices(true)

gs.connect()


Pointing to Live in Construct 2

Pointing to Live in Construct 2 is straightforward. Simply replace the InitPreview action with the InitLive action wherever you have initialized GameSparks. Make sure that your API Key and Secret are correct!

Pointing to Live in Visual C Sharp

To make sure your Visual C# client is pointing to Live, check in your GSPlatform implementation that its ApiStage property returns "live" as string:

  public String ApiStage
    {
        get
        {
            return "live";          
        }
    }