fredriksthlm's Recent Forum Activity

    It sounds quite odd that your events breaks every time you use a new version, it's clearly stated in the release notes what the changes are.

    if you don't want to use the latest versions you can always use old ones. but normally there are more bugs in older versions than newer ones. So that is often a bad idea

  • Hmmm. I don't really want to spend money. I'll find an easier way. I'm going to modify the 'Multiplayer game example' and see what I can get.

    just fyi, you can use playfab for free, with javascript.

  • if you use a dedicated game service then all of this is standard. Like playfab, with photon.

    you can store all player data, upgrades, names, teams etcetera. and to validate unique names etc is a standard setting. you can login with all kind of devices as well

    if you have no experience with multiplayer (as you indicate) you should def use an existing service. to start to create your own with php/firebase etc will be an extreme overkill

    but yea, you will need to invest a few dollars

  • I believe everyone get the same, it is a bug in the latest beta.

    I get the same for apks as well.

  • you can access playfab with javascript.

    But also Chadori has plugins for all playfab integrations and modules, the best plugin package there is for C3. But they are not free. But if you are a serious developer you should have them ;)

    There also already exist Firebase plugins for C3, but Firebase is not built for these functionalities really..

  • use playfab. you can save all data you need for every player, accessible for all platforms. inventories, currencies, leaderboards, etc. all you need. you can connect the player to android, ios, steam, xbox, facebook, google, appleID, etc, as well as custom ID.

    playfab.com

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  • You do not have to care about the Template ID, don't fill it in. (it is used if you set up several in the app config file, it is nothing for you to care about though). (And since you obviously don't understand the data field either, don't populate it)

    You can only send one update per session, the others will not be sent. The Sprite you want to share must be placed on the layout.

    If the text will show or not is dependent on the platform and changes for time to time. You can leave it, currently FB only seem to post image though (IIRC they said it was due to GDPR)

    Your green button is not for sending any message, it is just for switching context, verify that the context is actually changing, otherwise the next event will not fire.

    I don't know what your restart function do, so hard to tell. if you restart the game or something then the change context event will not be fired either..

  • The shareAsync is already in the plugin.

    The thing you see from space invader is not a shareAsync. It is a chooseAsync (to choose messenger context) followed with an updateAsync (to post the picture/text in the messenger thread). These both functions are also in the plugin.

    I think you need to read and understand the Instant Games SDK, they are well explained in there.

  • Did you even try to decrease the size of the spritesheet like ashley explained?

  • this is controlled by the ig sdk. it is basically the Invite thing that should be used. Currently facebook want to move Instant Games out from messenger, so maybe it is not possible to post to messenger any longer.. it works differently for the different platforms, and it changes quite often. maybe it starts to work again soon.

    this has nothing to do with construct.

  • no bug

    there are no difference between the intents atm. they were implemented for future possible new functionalities.

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fredriksthlm

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