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AppGameKit Classic Chat / Analytics - how it can be integrated?

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pinete
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Posted: 4th Feb 2015 15:17
Hi all,
just wondering how any analytics SDK can be integrated into a AppGameKit game (tier 1, not C++).
Is this possible?
As far as I know this is something completely key to measure the performance of your game.
Is there any way to add this kind of metrics analizer? (or someone similar)
Thanks in advance!
Markus
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Posted: 4th Feb 2015 15:53 Edited at: 4th Feb 2015 16:00
hmm
something like
if measure then MeasureIt(Name$,Time)
or
if measure then MeasureIt(Index,Time)

for optimization i often take the time before and after a function call and then look at the difference and write down at remark inside

MeasureIt it put the values in a array and then u can
export it as file with MeasureSave or call MeasureShow to screen.

some simple selfmade functions.


see also
http://www.appgamekit.com/documentation/Reference/Benchmarking.htm

AGK 108 (B)19 + AppGameKit V2 Alpha .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
pinete
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Posted: 4th Feb 2015 20:29
Thanks Markus, maybe I've not explained well what I was referring to

Saying "analytics" I mean SDKs like Flurry or similars, to measure not the performance in technical terms but from the usage metrics perspective, what is to know how players use your game, etc.

So the question is still alive
Markus
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Posted: 4th Feb 2015 21:18 Edited at: 4th Feb 2015 21:26
Ahh, i think its possible in tier1 if u have a analytics web service
with web interface, u can use the http commands.
but i think it can get complicated because data privacy and laws.
at google playstore or amazon u must declare/describe it.

AGK 108 (B)19 + AppGameKit V2 Alpha .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
pinete
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Posted: 5th Feb 2015 01:11
But apparently, following what the "big ones" do with their games, an analitycs is completely key to see how respond your users first days and per territory for later scale up the release of your game with more information.

I've been talking with people of big studios and all of them agree that you "cannot" release your game seriously and with some expectation without a analytics system.

As far as I've seen, all of them works like an SDK to integrate in your game. It's apparently very easy, but integration is a must as they measure the number of times users play, how longer is each session, how many times per day,week or month... and depending of the "standard" data of the market, you can take decisions to improve any aspect of the game, marketing, etc.

Do you know any analytics software/framework/system that doesn't work as an integrated SDK? I think that's not possible but asking just in case..

Best and thanks in advance.
Markus
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Posted: 5th Feb 2015 02:01
don't know and extern framework.
most of the sdk is for a special target os or ide.
for google u can use android studio, its a complete ide.
for ios/mac the xcode ide.
for ms pc's its visual studio.
if u make games and put them into market you get a feeling what the
people want and like.
but it is stupid if all "big ones" make a fps shooter because all
people like unreal tournament.
i think the key is - make a special game, not a copy of what already exist at the market.
the key of big studios is money, money to pay the 100+ developer for a AAA game.
here is something to read from google analytics.
https://support.google.com/analytics/answer/2587087
https://www.google.com/analytics/

AGK 108 (B)19 + AppGameKit V2 Alpha .. : Windows 8.1 Pro 64 Bit : AMD Radeon R7 265 : Mac mini OS X 10.10 (Yosemite)
Ancient Lady
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Posted: 5th Feb 2015 04:11
In Tier 1, you pretty much can't add other SDKs. Not unless you want to rewrite the 'glue' code for each platform to replace some existing commands, that you might not use. But I understand this is very difficult to get right.

If you work in Tier 2, any library/sdk that can be used for C++ programming (on the platform of your choice) can pretty much be used.

Unless it is trying to do something with the display, which the AppGameKit engine totally controls. (Although I think I've heard of someone who might have been able to get around some of that with Objective C on iOS devices).

Cheers,
Ancient Lady
pinete
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Posted: 5th Feb 2015 08:05
Thanks a lot, then what happen if you're about to sell your game to a publisher, in example, and they require or demand to integrate an analitycs like a must, something normal if they're going to imprpove the release based on usage metrics data?

is not there any way to integrate some Flurry or Localytics or something like that? this can reduce the possibility of selling games to publishers for sure.

if there's still any idea, will be more than welcome
thanks a lot
BatVink
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Posted: 5th Feb 2015 11:11
At the level that most of us are working at here, adding your own analystics is probably sufficient.

I have written PC applications in the past where a small amount of code allows me to track how long a user spends on each screen, how long it is in focus etc, and upload it to a web server for analysis. You just have to decide what is important first and focus on these elements.

I'm working on my first game that I will release on Android. I plan to have a login system (possibly FaceBook) so that I can track individual usage data. I am tracking time spent per game, score, how the score was built up, how many games in an individual session etc. This will get sent to my web server when their score is recorded.

There's threads on this forum about setting up a simple web service for sending data via HTTP.

Naphier wrote an article about his methods and experiences in the newsletter here. I added a little insight in the editorial here for out-of-game analytics.

Quidquid latine dictum sit, altum sonatur
pinete
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Posted: 7th Feb 2015 09:27
Thanks a lot BatVink much appreciated, more focused now.
Will see the articles calmly.
Thanks again!!

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