Superfluous Word Game with AdMob and Leaderboard
$16.00
21 sales
Superfluous Word Game Review: A Native Android Application with AdMob and Leaderboard Integration
Introduction:
Superfluous Word Game is a mentally stimulating and fun app for Android users developed in native Java using Android Studio. The game tasks players with finding a specific word among a randomly selected group of four words, known as superfluity (the original name) and was first conceived 1 day ago. It may appeal to avid word puzzle lovers seeking intellectual challenges on the go. Today, we’re pleased to present the developer’s debut into the online market with version v0.00.
Content:
The game presents different levels comprised of random rearrangements of four given words; in actuality, you select just two from an options page each round because. When prompted to a name on completion, your, select in actual game you would always go of words list one on game.
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Introduction:
The Superfluous Word Game is a fun and engaging online game that challenges players to create words by combining letters in a grid. Players earn points for each word they create and have the option to compete with others via a leaderboard. In this tutorial, we'll demonstrate how to integrate the Superfluous Word Game with AdMob advertising and a leaderboard using Unity and a backend server.
Prerequisites:
- Unity version 2018.4 or later
- AdMob account
- Google Play Store account (for Android)
- iOS Developer account (for iOS)
- Backend server (e.g. Node.js, Python)
Step 1: Set up Unity Project
- Create a new Unity project and set up a new scene.
- Create a new GameObject and set its name to "WordGrid" or any other name that suits your project.
Step 2: Create the Game Script
- Create a new C# script called "WordGridManager" and attach it to the WordGrid GameObject.
- Define the following variables in the script:
gridSize
: The number of rows and columns in the word grid.wordLength
: The minimum length of a word that can be created.maxAttempts
: The maximum number of attempts a player can make to create a word before the game ends.
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
public class WordGridManager : MonoBehaviour
{
public int gridSize;
public int wordLength;
public int maxAttempts;
private string[] letterGrid;
private int[,] gridGrid = new int[gridSize, gridSize];
private void Start()
{
// Initialize letter grid with random letters
letterGrid = new string[gridSize];
for (int i = 0; i < gridSize; i++)
{
string row = "";
for (int j = 0; j < gridSize; j++)
{
row += (char)(Random.Range('a', 'z'));
}
letterGrid[i] = row;
}
// Initialize gridGrid with 0s
for (int i = 0; i < gridSize; i++)
{
for (int j = 0; j < gridSize; j++)
{
gridGrid[i, j] = 0;
}
}
}
public void GetValidWords()
{
// Find valid words in the grid
List<string> words = new List<string>();
for (int wordLength = 1; wordLength < wordLength; wordLength++)
{
for (int i = 0; i < gridSize; i++)
{
for (int j = 0; j < gridSize - wordLength + 1; j++)
{
string word = "";
for (int k = 0; k < wordLength; k++)
{
word += letterGrid[i][j + k];
}
if (word.Length >= wordLength)
{
words.Add(word);
}
}
}
}
// Return a string of valid words
string validWordsString = "";
foreach (string word in words)
{
validWordsString += word + " ";
}
return validWordsString;
}
}
Step 3: Create the UI
- Create a new UI Canvas and position it at the bottom of the screen.
- Create a new Text Object and name it "ScoreText" or any other name that suits your project.
- Create a new Button Object and name it "SubmitWord" or any other name that suits your project.
Step 4: Write the Game Logic
- In the OnClick event of the SubmitWord Button, call the
GetValidWords
function in the WordGridManager script and display the output in the ScoreText Object. - Validate the user's input against the list of valid words and update the score accordingly.
using UnityEngine;
using System.Collections.Generic;
using UnityEngine.UI;
public class UIController : MonoBehaviour
{
public Text scoreText;
public WordGridManager wordGridManager;
public void SubmitWordClicked()
{
// Get the user's input
string userInput = inputField.text;
// Validate the user's input against valid words
if (wordGridManager.GetValidWords().Contains(userInput + " "))
{
// Increase the score
scoreText.text = ("Score: " + (int.Parse(scoreText.text.Split(' ')[1].Substring(7)) + 10) + " points");
// Reset input field
inputField.text = "";
// Update the word grid
wordGridManager.GenerateNewWordGrid();
}
else
{
// Decrease the score or end the game if attempts are maxed out
if (int.Parse(scoreText.text.Split(' ')[1].Substring(7)) > 0)
{
scoreText.text = ("Score: " + (int.Parse(scoreText.text.Split(' ')[1].Substring(7)) - 10) + " points");
}
else if (wordGridManager.maxAttempts - 1 > 0)
{
scoreText.text = ("Score: 0 points");
wordGridManager.maxAttempts = 0;
}
else
{
// End the game
scoreText.text = ("Game Over! Your score: " + int.Parse(scoreText.text.Split(' ')[1].Substring(7)) + " points");
}
// Reset input field
inputField.text = "";
}
}
}
Step 5: Add AdMob Banner
- Create a new AdMob account and set up a banner ad.
- Place the AdMob banner in your scene. You can do this by creating a new AdMob GameObject and setting the properties accordingly.
using Google.MobileAds;
using UnityEngine;
public class AdController : MonoBehaviour
{
private const string AD_UNIT_ID = "ADD_YOUR_AD_UNIT_HERE";
private BannerView bannerView;
private void Start()
{
InitializeAd();
}
private void InitializeAd()
{
MobileInit();
RequestAd();
}
private void MobileInit()
{
MobileAds.Initialize(initStatus => { });
}
private void RequestAd()
{
bannerView = new BannerView(AD_UNIT_ID, AdSize.SmartBanner, AdPosition.Top);
AdRequest request = new AdRequest();
bannerView.LoadRequest(request);
}
}
Step 6: Add Leaderboard
- Set up a leaderboard in your backend server to store the top scores.
- Fetch the top scores from the leaderboard and update the UI accordingly.
Step 7: Configure AdMob and Leaderboard on Android and iOS
- Enable AdMob in your Android or iOS project.
- Set up the Leaderboard in your Android or iOS project.
Conclusion:
By following this tutorial, you've successfully integrated the Superfluous Word Game with AdMob advertising and a leaderboard using Unity. Now, you can monetize your game by displaying ads and challenge players with real-time leaderboards.
Known Issues:
- AdMob issues: Make sure to replace the AD_UNIT_ID with your actual AdMob ad unit ID.
- Leaderboard issues: Verify that your backend server is correctly configured and synced with your Unity project.
Improvements:
- Improve the game experience with more features, such as animations, graphics, and sound effects.
- Enhance the leaderboard by adding more features, such as ranking, filters, and sorting.
- Monetize your game by adding additional advertisements, such as interstitial ads, rewarded ads, or video ads.
AdMob Settings
To display ads in the Superfluous Word Game, you need to configure AdMob in the settings:
AdMob/App ID: ca-app-pub-3940256099942544~948162325
AdMob/Banner ID: ca-app-pub-3940256099942544~948162326
AdMob/Interstitial Ad ID: ca-app-pub-3940256099942544~948162327
AdMob/Test Device IDs:
Leaderboard Settings
To implement a leaderboard, you need to configure Firebase Realtime Database in the settings:
Leaderboard/Game ID: game_ID
Leaderboard/Leaderboard ID: leaderboard_ID
Leaderboard/Country ID: country_ID
Firebase Realtime Database/URL: https://REALTIME-DATABASE-NAME.firebaseio.com/
Firebase Realtime Database/Master Secret: MASTER_SECRET_KEY
Firebase Realtime Database/Save Scores After Game: true/false
Here are the features mentioned:
Features
- Java native source code
- AdMob Banner integrated
- AdMob Interstitial integrated
- Google Play Games Leaderboard integrated
- Clear graphics
- Optimized for tablets
- Background music and sounds
Additionally, some notes on how to set up and customize the game:
How to Setup and Reskin
- Install latest Android SDK
- Open Gradle project in Android Studio
- Change Package ID, App Name, icons, graphics and sounds
- Set up Google Play Games Services
- Set up AdMob ID, Google Play Games App ID and Leaderboard ID
- Build an APK file
The game uses an XML file called words.txt
(located in the assets folder) to hold the game data. Each line contains four words, with the first word considered the correct answer. The game also supports customization of the game data and levels.
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