sleepingpanda's Forum Posts

  • >

    > > Today SDK v6.2 got released. Only one new thing, but really neat! Friend leaderboards!

    > >

    >

    > I tried this morning, and it's awesome!

    > You can see your friends scores directly within Messenger:

    >

    Thats looks like the Share Leaderboard Update function, for your context?

    Yes, it is the result of the Share Leaderboard Update function inside the THREAD context.

    But before the new SDK version, you could only see your score update. Now you may also view closest scores from your friends via a slideshow.

  • Today SDK v6.2 got released. Only one new thing, but really neat! Friend leaderboards!

    I tried this morning, and it's awesome!

    You can see your friends scores directly within Messenger:

  • Share leaderboard update requires that you play the game within a context, and the leaderboard has to be a contextual one. If that is the case, you can set an update ledarboard event, which will automatically send an update message with the score to the context you are in. it will be seen in the context later, but you will never notice anything in the game itself.

    This feature also works fine, I have tried.

    Thank you very much! I got it now, and it absolutely makes sense.

    I played around with the context and found out how to get a "SOLO" or "THREAD" one. I was wondering how can we get "POST" and "GROUP" contexts? Any ideas?

    EDIT:

    Apologizes. I found out on the SDK documentation: https://developers.facebook.com/docs/ga ... textfilter

    [quote:2hsx8olr]getType( )

    The type of the current game context. POST - A facebook post. THREAD - A messenger thread. GROUP - A facebook group. SOLO - Default context, where the player is the only participant.

    This function should not be called until FBInstant.startGameAsync has resolved.

  • The Share/Invite functions work very well. So something might be wrong with your events. Since this is actually the simplest function to use.

    Error on my side, I was talking about the Share leaderboard update event that I can't get to work.

    Anyway, I just did a couple of tests, and you're right! It's very easy to use Share/Invite event. That's finally what I wanted — Players to send their score directly to a friend via a message, or create a new Facebook post about.

    Ingame leaderboard, to populate leaderboard data into text fields etc is also easy, and works very well. (But since the apps are in test mode you do not have much to show hehe)

    Yup! Very easy. I'm now implementing leaderboard design into my game.

    I've a few friends as beta tester so it helps a lot to get some data's. You may also create beta test accounts, which are fake accounts, and play your game using those accounts to add some more data's to your game leaderboard. That's a really great feature from Facebook.

    I was the one that told you about how to reset your leaderboard, in the official FB group

    But as explained, this function is not part of the IG SDK, so it won't be included in C3 plugin. But it works via Graph API Explorer tool from FB.

    Ha ha, fun! I added you if you don't mind.

    I've sent several games and in my experience in some games the share function works and others not. Its very random and I didn't managed to find whats wrong.

    Which share function do you mean? Share leaderboard update is the one I can't get to work, atm.

  • Hey, guys!

    I’m working on an Instant Game version of my latest released game and I wanted to share my experience with you.

    So far, my game is still in development.

    Here are what I achieved with the plugin:

    • Get current player details (name, and avatar) and show them in-game;
    • Get current player score, store it locally, and then submit/update it on the related Instant Game leaderboard;
    • Get related leaderboard data’s (such as player names, avatars, and highscores;
    • Load an Instertial Ad once current player dies;
    • Show an Instertial Ad once its ready, and that player plays another game.

    Here are what I’m working on now:

    • Show an in-game leaderboard;
    • Get the Share and Invite events to work. I can’t figure it out for now;

    For now, everything is working fine with built-in C3 plugin.

    Except the Share and Invite events I can’t get to work for now. But I’m currently looking into it.

    To be honest, every hard times I got for now was basically due to a misconfiguration within the Facebook consoles (Facebook Developers, Facebook Monetization, etc). Once it’s very clear to me, I may share with you all different steps to do to get it to work. But honestly, it isn’t that hard to set – it may just take some time to read their huge documentation.

    By the way, Facebook set up an official Facebook Group for Instant Games developers: https://m.facebook.com/groups/744264762436352 I joined it weeks ago, and the community is really nice + admins. You get fast and relevant answers to your questions.

  • You can set time scale to 0, anything should stop moving until you set it back to 1. Still some will not be paused like mouse/touch inputs I believed.

    Another way is to put the events that moves/updates those objects into a group and deactivate it when game over.

    Hope this helps.

    This solution was by far the most viable one for me. Activating/deactivating groups are very handy for complex games with multiple events and layouts. Thanks!

  • Didn't know about that. Thanks!

  • I just wanted to pass by and say that your Ultimate Ads plugin works very fine on my game for both iOS & Android, and on both C2 or C3. 1 month after the released version with ads enabled, I'm about to earn enough money to pay back its initial cost. Thanks for your fast support on Discord and your work, !

  • : Yes go ahead.

    Thanks for testing it.

    You're welcome!

    Thank you for making it.

    So, thanks to blackhornet 's tool here is the Construct 3 version of your plugin: cbhash_release_r70_1.0-c3.zip

    If for some reasons the link is not working in the future, just pm me.

  • To anyone who is also looking for a C3 version of this plugin, thanks to blackhornet’s tool I converted it.

    Kyatric: May I publish a link so anyone can download a C3 version of your plugin?

    I tested this and it works like a charm. See my related post.

  • Hey!

    I just wanted to pass by and tell you that I successfully converted Kyatric’s CBH plugin (from C2 to C3) with your tool.

    I updated my released game (iOS/Android, and web versions) and it works like a charm in C3. No code changes needed.

    Thank you very much for your help!

  • Well, it looks like r54 resolves the issue.

    The game is now working well, even with minify script checked at export.

    Good job, guys!

  • I just wanted to let you know I added the plugin to my released game. I wanted to add some more security to the leaderboard.

    It works like a charm (tested on real devices and web), and I'm now waiting for Google Play and Apple to accept the release package.

    +1 to add a C3 version. Thanks for your work, Kyatric!

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  • Not using any 3rd party addon's/plugins/behaviors. Also don't have access to the minified version at the moment. As well, not using any physics...

    You said you minify the runtime.js file with a 3rd party app.

    Which 3rd party app is it? This may be the issue. Btw, I don't think it has sense to manually minify it.

  • If you use the Physics behavior, it's probably this bug. Otherwise please file a new bug following all the guidelines.

    Hey, Ashley!

    S'ry for the delay. I really wanted to give you a proper answer before filing a new bug.

    So, I started a new C3 project from scratch with following behaviors: Fade, Flash, Platform, Timer.

    I put some simple events with a Hero and Boss to get a basic Bossfight, and I exported the project.

    Game is running fine even with Minify script checked on export options.

    Game example: c3-test-export

    Capx: c3-test-export.c3p

    I guess the issue is coming from the code of my game Bikosaur (initially made with C2).

    Due to the amount of events (around 500 lines) and complexity, I don't think it has sense to find out what is exactly wrong since the game is already live.

    I plan to use directly C3 for future updates and projects so that's fine to me.