Going Live Checklist

Introduction

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

When you have completed your game configuration, created a Snapshot, and you are ready to publish the Snapshot to Live, follow the steps below.

Please Let us Know about your Game Launch! When you're approaching live launch of your game, please let us know with an advance notice email to: going live. We'd like to make absolutely sure your game launch goes as smoothly as possible!

1. Have you previously published a game Snapshot?

2. Is the publish icon button missing from your unpublished Snapshots?

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

4. Publish the Snapshot to Live.

Checking for Performance Issues! Before you launch your game to the Live environment, we strongly recommend that you make full use of the API Stream Analytics and Cloud Code Profiler tools available in the GameSparks platform to identify and fix any performance-costly requests or queries you might have built-into your game.

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";          
        }
    }

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