h1k3's Forum Posts

  • I'm trying to go through current plugins to wrap my mind around how the plugins work and I'm stuck at conditions. I can't seem to wrap my mind around them. Heres an example from the browser plugin:

    Cnds.prototype.OnOnline = function()

         {

              return true;

         };

         

         Cnds.prototype.OnOffline = function()

         {

              return true;

         };

    How does it know without some sort of conditional statement that the browser switched from online to offline? It seems from the look of it they will both always be true when referenced. What am I missing? Thanks in advance,

    Lance

  • New version 0.17 includes

    1)Log user out of Facebook action

    2)Delete all app permissions action(same as remove button in app settings for user accounts)

    3)User Gender expression

    4)User Locale expression

    5)Facebook user link expression(http://facebook.com/user)

    6)Facebook Username expression

  • Joannesalfa

    I'm assuming thats a dig because it's not complete yet? If not sorry for misunderstanding. If so I do apologize for not having it complete yet. The Facebook API and graphapi are very in depth, making it complete after a days work isn't feasible. I thought I would put this thread here however and update whenever I update so users can use the latest plugin I have. If you want it complete I could use the help writing the plugin. :)

  • New version 0.16 includes an expression for the third party ID. An anonymous version of the Facebook UserID that can be shared with third parties.

    Refer to this tech spec for details on usage:

    Third Party ID developer information

    Next version will include two logout options:

    First will allow user to delete your app but remain logged into Facebook.

    Second will log user out of facebook with no change to your app installation.

    Also more user specific detail expressions.

  • New version 0.15 is ready for download. See original text.

  • Anyone that downloaded prior to writing this I had neglected to place the channel file in the zipped folder. Re-download and the error will go away.

  • The new Facebook plugin for Construct 2 for websites is finally here under my new H1K3 brand. With it comes two new features: Developer Email alerts to email yourself from within the Construct 2 environment, and a Graph API action to make GET, POST, and DELETE calls to the Facebook graph API. Truly unlock Facebook with this new little beauty.

    Find out more here:

    http://shop.lockegames.com/fb_init_001

    Or find all my branded items here:

    http://shop.lockegames.com/h1k3

    Find the documentation at:

    http://docs.lockegames.com/index.php?ti ... ebook_Init

    In case you haven't heard, Facebook is shutting down it's Parse service. http://www.bbc.com/news/technology-35441445 So with that in mind, I'm offering a 10% discount on all of my Facebook items at http://shop.lockegames.com from now until 7/3/2016.

    Use coupon code uhohparse

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  • There are a lot of what Facebook calls breaking changes that are not compatible with the c2 facebook plugin. More so by the week. So it's completely possible that this is the result of that but I'm guessing it's more something you didn't do right with your app. Did you add a login button or set the user to force a login action? Without having a user click login it is very limited in what you can fetch for info on them.

  • ranma

    Thats agreed completely. I've been adjusting the official plugin to suite my needs and avoid the app secret. I'm actually in the process of redesigning the whole plugin from scratch. A lot of the breaking changes aren't compatible with the official plugin so at some point our apps will stop working. For example Facebook is now expecting that apps have the ability to handle denied permissions, the official plugin using the popup login isn't compatible with that so I updated my plugin so we have the ability to check for denied permissions through the url. I know what changes need to be made but I'm a father of 6 so time is valuable which translates into slow progress. We should get a group of knowledgeable people together and rebuild the whole plugin, test it as a group and present it to the Scirra team for consideration as replacement of the official plugin. It would take some stress off them so they can focus on the other improvements and give users the Facebook plugin we've been asking for.

  • ranma,

    I think I remember reading that only official plugins are allowed. I think it's agreed most people should never adjust official plugins for fear of ruining the plugin I seem to remember you know your way around the SDK. Would it work to open up my updated plugin and cut out the reference for user token and plug it into your official plugin?

  • Version 1.1 now includes a new way to request permissions. See top of thread for further information and download link.

  • I have a Facebook addon plugin with the access token. Search Facebook 2 and you should be able to find it. I'm on my iPad or I'd link it for you, sorry. :(

  • Ashley or anyone who might have an answer. I finally realized I have not been able to get dialogs to work on Facebook canvas apps because the app is placed inside an iframe on the facebook page. So the link Here says I need to redirect the window top rather then try to redirect the app page. How do I go about redirecting the window top like it says in the link? I know that the plugin includes a way for login but it forces a popup. Using dialogs, nothing ever pops up so I'd prefer to use dialogs for everything.

  • BluePhaze

    The problem there is with the building above. Placing it always a layer above my player will mean that it will still show below the building, like he dug a hole and started crawling under the building. By placing the building below the player then by default he can walk in front of a building and show up like he is standing in front if it. Then if the player walks into the green the building flips to the layer above so he is then showing behind the building. If that make sense?

  • BluePhaze

    Splitting the images up into two I'm not sure but I think might cause more of a delay, even by a millionth of a second. Although I'm not sure. My thoughts are two seperate images need to be rendered in the engine before they can be stamped onto the canvas. Where what I'm doing is this:

    <img src="https://dl.dropbox.com/u/77974757/overlay.PNG" border="0" />

    The red and green are each one image that are placed over each sprite. So it renders once before stamping over each image is what I'm assuming. Red is the collision sprite. So its set to solid versus the actual building. Then its a matter of checking for collision with the green image.

    <img src="https://dl.dropbox.com/u/77974757/zorder.PNG" border="0" />

    Everyone I've had test it so far has told me the movement is fluid with no to little stuttering.