Local Multiplayer in Xbox Live Creators Program - xbox-live

The developer program overview docs (https://developer.microsoft.com/de-de/games/xbox/docs/xboxlive/xbox-live/developer-program-overview) say, that Multiplayer is NOT supported in the Creators Program, but is this only related to the Online-Multiplayer and I'm still able to login multiple users, so they can play together / against each other?

Yes, multiple local users is supported. We're adding multiple local user support to the Xbox Live Unity asset in an upcoming release.
Here's the link to Windows Store policies:
https://msdn.microsoft.com/en-us/library/windows/apps/dn764944.aspx#pol_10_13

Related

PowerShell Microsoft Teams Client, Device Settings

I am trying to find (with no success) a way to control the Teams device settings and mute options via PowerShell (or registry).
Here is the scenario:
We have a video conference system and when its turned off the computer plugged into it defaults back to its built in mic and speakers for teams calls. I would like to have a script to run that would set it to the conferencing devices and automatically unmute the current call. I don't mind if restarting teams is part of the process.
It looks like the Teams client app doesn't have a COM object to use, so I am looking to the stack community to see if there is a way to do this.
I wish simply educating the users was an option, but there are too many users with too few technical skills.
Any documentation or information about how to accomplish my goal would be appreciated.
Thank you

Sony PS4 app development

I am an experienced Android developer and with a team of developers we have created a app for Android, a mobile app that is used to mirror the contents of a TV channel. We have had a request to maybe make a PS4 app similar to the one we have on mobile platforms. The question is that is it possible or not? Also would like to know if our physical location is relevant to having a license? We are located in Germany. I am really new to this topic so any advice, hint or whatever if appreciated.
You need to register as a developer in Sony's Developer portal of your area. For Germany, that would be SIEE (Sony Interactive Entertainment - Europe). You can still ship apps world-wide, but that would be your starting portal. Start at https://www.companyregistration.playstation.com/ and make sure you pick Europe when asked.
Good luck!
Depending on how complex the app is, you also have the option of using Java.
Playstation 3 and 4 and Xbox One all runs Java because they feature a Blu-ray player - and all Blu-ray players run Java as part of the Blu-ray specification.
It's called Blu-ray Disc Java - and it will only run from disc.
It will of course run on any Blu-ray player - but for the gaming consoles you benefit from the much faster CPU.
A few YouTube example videos of various BD-J Xlets running on PS3:
https://www.youtube.com/watch?v=M_E9VaXywG0
https://www.youtube.com/watch?v=NxMpLB_ZsDs
https://www.youtube.com/watch?v=bKadWBm9CQA
https://www.youtube.com/watch?v=1bC5FV-2AY4
A few useful links:
http://www.oracle.com/technetwork/articles/javame/bluray-142687.html
http://www.tvwithoutborders.com/
http://www.java-gaming.org/index.php?topic=38044.0

Multiplayer with multiple app ids

I am interested in making an iOS game with a 2 player multiplayer aspect. I'd like to use Game Centre to send the data, which seems to work well with 1 app. What I would like to have is a paid and free version of the game, with the ability to play multiplayer between the paid and free versions.
The problem I have is:
Is it possible to use Game Centre to send data between the paid and free versions of the game, even if they have different app ids?
From what I've seen online, I don't think that it is possible, and I'll most likely have to have my own server to handle the data transfer. Any insight though would be much appreciated. Thanks!
There is such option in iTunes-connect.
Here is guide to it
https://developer.apple.com/library/ios/#documentation/LanguagesUtilities/Conceptual/iTunesConnect_Guide/15_GameCenter/GameCenter.html
Here are two options you should be looking for
Groups: allows you to share your leaderboard and achievement data between apps. Apps in a group do not need to be multiplayer compatible.
Multiplayer Compatibility: allows you to specify which apps are compatible with a specific app and therefore, allow multiplayer games between the apps. Apps do not need to be on the same platform or in a group to be multiplayer compatible.

How can I implement multiplayer in my iphone game?

I want to create a playstation home style multiplayer game for iphone. How can I implement multiplayer in my project? Also, how can I give players a chance to chat? How can I let them create their own avatars to interact? I am a one man developer, with no access to servers. Maybe I can use iPhone game centre???
If you're looking for some kind of platform to build on, there is a product called SmartFoxServer:
http://www.smartfoxserver.com/
I have not used it, but it claims to provide a client API for native Obj-C or Unity3D. It allows for chat features.
If you want to roll your own, I recommend getting started with NodeJS:
http://nodejs.org/
GameCenter does not provide any kind of backend for multiplayer networking, at least not in the way you are implying. If you intend to build a networked multiplayer game over the internet, you most likely need some kind of backend.
Slicehost is a good way of getting a server like NodeJS running quickly and cheaply:
http://www.slicehost.com/
Don't forget that GameKit in iOS allows multiple devices to find each other locally (via Bluetooth or local Wifi) and create sessions. This might be a good starting point for your game. Here's some info on GameKit:
http://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/GameKit_Guide/Introduction/Introduction.html
I think this would usually be done with webservice interaction against a server. You may be able to develop a webservice and pay a small fee to have it hosted by a web provider, or to use your own machine as (an unreliable) server while proving the concept.
Or you could just use Nextpeer - http://www.nextpeer.com
It makes adding online tournaments to your game real simple.
You can look at Gamooga (http://www.gamooga.com/).
Its a realtime communication platform for multiplayer games so you dont need to worry about building and deploying your own multiplayer servers. You can upload your own server side scripts onto Gamooga's cluster which receive and process your clients' messages. You can use Gamooga's iOS API with in your app to send messages from the client side to your server side scripts. You can download the SDK and look at the demos to start off.
There is a free plan of Gamooga platform too that you can make use of to start with.
Disclosure: I am founder of Gamooga, replying only since its relevant to the question.

Getting started with Server applications

I have an iPhone game (Combination), and in the next version I would like to set up a server, where users (via the app) can submit which levels they have completed, and see how other users are doing. At this point I don't intend that users will need usernames and passwords, just a simple submit data, get back data.
I know very little about server-based language and databases, but I've heard lots of horrible things that can happen if you get it wrong. What would be the best system to design a simple, lightweight, secure database in?
How about having a look at Onyx Online or OpenFeint?
Onxy Online is from the makers of Trism, and they say, "the XBox Live Arcade ecosystem brought to the iPhone". I wrote this kind of system into Trism as a case study, and it's been a complete success. Since Trism launched in July, we've been hard at work adapting this online code for use in any iPhone game, and the results are stunning. What we're going to do is allow any developer to insert the Onyx code into their game, which will instantly enable online scoring, achievements, leaderboards, and customized forums."
OpenFeint is from the developers of Aurora Feint. From the press release:
"OpenFeint allows any iPhone game to add player profiles, buddy lists, walls, newsfeeds and real-time chat rooms allowing the game to build a real community around itself with ZERO operations overhead and minimal development time. OpenFeint consists of a server and a client. The OpenFeint Server is fully compatible with Google’s OpenSocial REST API and will be accessible through the OpenFeint client code library and sample UI code from Aurora Feint Inc. Indie developers do not have to operate the servers, which will be hosted Aurora Feint’s data center.
In a first for iPhone games, iPhone game developers will have the ability to reduce over 2 months of development work to 1 day, and completely eliminate back-end server operations, while offering their players an extensive set of customizable social and community building features:
Profiles: Players can upload an avatar photo or take one with their iPhone camera.
Walls: Each player gets a wall where other players can leave comments and view wall-to-wall conversations
Asynchronous Real Time Chat Rooms for meeting other players, sharing tips, strategies and experiences within each game community
Buddy List: Players can friend other players within their community or across the iPhone gaming community
Newsfeeds: Players can keep in touch with all of their friends’ activities (wall comments, actions in games, befriending people)
Global Community Chat Rooms for players to discuss recommendations, tips, and reviews of other games on the iPhone"
Have you used Java/C#/Perl/Python any other "server side language?" Are you going to be hosting the server-side yourself, or are you looking at hosting companies? Your decision might come down to how you intend to host your server-side stuff, and what capabilites your hosting company offers or what you are comfortable with.
Java or C# are really powerful server-side languages, but hosting these can take a little more work (and money?).
Java might be a good starting point, because you can setup Tomcat yourself and try hosting some web-services. MySQL is a good database to start with, but there are even more lightweight database alternatives. There might be a bit of a learning curve with any of these.
Have you heard of ICE touch? ICE is a middleware for network communication and has a basic persistence support. It supports every major platform:
iPhone as a client
Android as a client
Objective-C Mac OS X as client/server
C++ Linux as client/server
Java [any OS] as client/server
C#/C++, Windows .NET (with Silverlight) and native as client/server
I evaluated it some time ago and was surprised about its maturity, good documentation and example code. They name Skype as one of their customers.
As a start I would recommend to have a look at their example chat application. You can run a Java server, connect with your iPhone, your G1 and your Silverlight client and have a chat. Pretty impressive interoperabilty!
Here comes the drawback: GPL (you cannot link against it without being GPL yourself) or commercial (individual pricing).
I would also recommend you to use an online database service such as Viravis , DabbleDB or Zoho Creator. Almost all of these kinds of services have required integration capability to work with such a client as Web, Desktop, Windows Mobile or IPhone.
Java/Javascript is the defacto combo for most developers because of the Java support for every platform. Java Script has more than a few "issues"
The rest of the herd uses .NET (with its attendant 100MB run time bloatware that changes every 9 months)
php,pearl,ruby etc are good for server side, but if you want to use code, the best solution is probably C/C++ (or similar) and CGI/FastCGI.
This allows you to write communication algos once and use them on both ends. Any encryption/compresssion sim same.