03-19-2013 03:59 AM
I'm trying to use the default UI from Scoreloop, I created a valid SCUI_Client_h and I call SCUI_Client_ShowFavoriteGamesView(), which returns SC_OK, but nothing happens, my game keeps running on the foreground, I don't see any UI. Am I supposed to do something else? I'm using an opengl context to draw stuff to the screen, nothing else. Do I need to do something different with the window setup or something? (I remember paymentservice having some weird window setup requirements to be able to show stuff on my screen).
Is the Scoreloop UI a separate process, or will it try to use my window?
03-19-2013 05:44 PM
The game is not published yet, so probably not.
By "separate window" you mean it's another app? Would it also open with a "navigator_invoke" call?
03-19-2013 05:48 PM
yes it is "like" another app, imgine new frame covering your game and stays on top of your game until you close it. Do you perfrom any Scoreloop activity successfully in your game?
03-20-2013 10:51 PM
Not really, I tried to pull some scores using SC_ScoresController_LoadScores, but I'm getting a response with error SC_HTTP_SERVER_ERROR. I checked that the game_id, game_secret, etc are correct, I still get SC_OK from the call to show the UI, but nothing..
03-21-2013 12:32 AM
The errors I'm getting are SC_HTTP_SERVER_ERROR and SC_REQUEST_FAILED, which are both server side according to the documentation, I can't fix their servers And anyway I don't think that's relevant, in any case I should be seeing a UI screen that tells me there's some sort of server error. Isn't that the point of this?
03-21-2013 12:43 PM
My App is using ScoreLoop without any problem.
SC_HTTP_SERVER_ERROR usually happens when you have no network connectivity.
I don't believe you can see any Scoreloop's functionality (including UI screens) unless your app successfully connects to ScoreLoop server.
05-01-2013 05:33 PM
Was struggling with this too, but finally found the answer:
You must set a window group id in your window initialization. BButil.c (Which i was using for opengl initialization) doesn't seem to do this (at least not in the version i had).
ie. you need to call: