fredriksthlm's Forum Posts

  • API Console - > Credentials -> Client secret ( OAuth 2.0 client IDs)

    EDIT!

    Sorry, I just read this part from google API:

    Client secret (for web-based games only)

    If you are building a web-based application, you might also need your client secret to authorize your server-based API client. You can find your client secret by clicking on the linked application entry for your web application.

    At the bottom of the screen, you will see a link that redirects you to the Google API Console, where you will be able to find the Client Secret for this linked application.

    It says under Android, that you only need to specify App_ID (no secret)

    But maybe you can try your mobile app to connect to Web or Other.. since both of them has secrets generated. otherwise it "should" work for android with only APP ID according to the API help, you need to sign it with SHA1 when setting up

  • i didn't test it on mobile... I just tested the game using play button in construct.. So I cannot say how it works on mobile. (I used the Flappy bird game in Construct3 to test googleplay.)

    but as I said before, the client secret DO exist in google play services, and it is required to add it in construct, otherwise they will not communicate.

  • quite fun! But will it ever end? I have resqued many guys, and bought new gasoline and machine gun... Can you Finish in some way?

  • The google secret do exist, just go into the API-console.

    I just created a test game just now with like 10 events.

    Log into GooglePlay.

    Fetch player data.

    Fetch leaderboard

    display ledaerboard data.

    display player data.

    submit score.

    worked fine. (tested on C3 online though... but I think it is the same plugin)

  • Hi,

    If you publish a game on facebook it is just an iframe with a link to another website (your own server for example..).

    How is it supposed to work to save current game progress for the users? Normally you use LocalStorage, to save current level progress etcetera. But if you use that on a Facebook game the progress will be saved on the local comuter (or mobile)? So when the user uses another computer this will not be available.

    And also if two different users play the same game on the same computer they will receive the same saved data, regardless on whos facebook they are logged into?

    Do the Facebook plugin has support to save data?

    Or maybe I have totally misunderstood this issue

    Also, what is the best AD-system to use? I have never ever heard anything ablout the ones that are verified OK by facebook... Anyone?

    Any input?

  • eeeeh nobody?

    If the plugin in C3 is "the same" as in C2, then we need external (payed) plugins again, to have it working on mobile devices?

  • Thanks for input!

    I am building for Android.

    I have not got the facebook or googleplay leaderboard system to work. With integrated graphic....

    Can you point to any tutorial?

  • look in that folder, is the plugin there?

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  • SparklingAir Yes, this topic was how to track installs from Facebook ad system, to verify installs, not clicks.

    If you get installs from other sources you will have to track the installs in their ad system obviously. since facebook ad system only tracks installs from facebook ads, install by facebook users.....

    you need a callback from the app to the ad api, to verify which user that actually did download and install, not only how many clicks you got..

  • I ttok a quick look at the Facebook plugin and checked the sourcecode for both Construct 2 and 3.

    Seemed to be build with the same code = Login for web...

    Can anyone verify that the C3 Facebook plugin is working when exporting for Android?

    The C2 plugin did not work at all.

    According to facebook api they should not use the same calls etc

  • Hi,

    I'm creating a sidescroller space game sort of..

    standard game: live as long as you can and take some gems to achieve higher points. the game gets faster and faster and more obstacles will come... you know the deal

    right now I have a Highscore feature that the user can post a name from a text input field. With this solution they can post whatever, bad words etc etc. and it is quite annoying to type in a name in a little box, so many people may just send some shit "aaa". and everything with text input is not that nice feeling.. (and quite ugly to open the keyboard)

    Now I am thinking of having a facebook login button in the game, just to fetch the Fullname from FB, so everytime you get a new HighScore the score will be posted with your real name to the table.

    What do you think about this? Does it feel "okay" to post personal real name? Integrity wise..? (if someone do not want to share their name, they can of course just not log on to the app! but then they will not be able to post anything to the games HighScore lists)

    Also, is it OK to fetch peoples names from FB and send it (and store it) in a personal SQL database?

    (I have not figured out how to use the "official" FB Highscore tables in Construct2 yet.. cannot find any working tutorial, so that's the only reason that I am using a personal sql-db. I have of course no personal use for peoples personal data etc!)

    Any ideas?

    BR

  • I didn't find anyone at all.

    Nothing really happened..?

    And as stated above, it is impossible to know where you are and where to go. Jast "walk" randomly. And Ialso think (like jobel) changing the light purple bound into something else. maybe a rocky-tile or something.

    Otherwise cool! This might be a cool retro little game

  • Hi,

    Intel will close down XDK cloud build functionality this summer. As all know.

    But they have just added the 'Cordova Build Package' to the Build tab. And with that functionality you will still be able to export a finished zipfile which can be "compiled" in PhoneGap easily?

    Is this correct understood?

    So it will still be possible to have the project setup in XDK with icons, splashscreens, plugins etc but the Build-button (which uploads the project to intel cloud and compile an apk) will be shut down in june, but 'Cordova Build Package' will be there instead?

    And with this you get a zip-file (with everything included xml and plugins and all) just to compile in PhoneGap instead of Intel cloud service?

    https://software.intel.com/en-us/xdk/do ... ordova-cli

  • SparklingAir

    You do everything exactly the same way. Just add IOS platform instead of Android platform into your app in Facebook developer.

    It is actually easier than Android since IOS do not require key hashes..

    But just follow the steps above

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