angellondon's Recent Forum Activity

  • Hello again!

    Trying to modify this a little, so that I can share a cropped image. I am using a plugin named Paster to do this, which outputs .png files.

    This doesn't seem to be working as smoothly with the Share plugin, however.

    I modified createimg.PHP to create png files instead, and checked the image it created on our server in order to make sure it created it correctly, which it did. However, upon sharing to the user's Facebook wall, no image is displayed.

    My question is: can Share currently only support JPEGs? If so, I would like to request an extension to also support PNGs

    Thank you.

  • Just to let you know that I got it working just fine, now! Thanks for your help with troubleshooting! it was only not working due to my incorrect setup, as you said.

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  • Ahhh thank you! I will try this now.

  • I seem to be having a little trouble with the share image to facebook function.

    This is my setup, is this as expected?

    In Firefox, upon clicking share, a new tab opens in the browser, the tab title saying "Connecting..." and the helper text at the bottom of the screen saying "Waiting for Facebook...". After about 30 seconds, it times out and leaves a blank screen.

    In Chrome, upon clicking share, a new window opens that tries to connect to facebook, but ends up failing. Screengrab below:

    On Internet Explorer, I was able to proceed to Facebook and post something, however no image was displayed:

    Clicking on the link takes me to the following URL which is stuck on an endless load loop:

    URL REMOVED[/code:scfigsnw]
    
    Firefox Version 32.0.1.
    Chrome Version 35.0.1916.153
    Internet Explorer Version 11.0.9600.17278
    
    Let me know if you need any further information! Tried to be as thorough as I could.
    
    Thank you.
    [u][i]
    Edit: Update:[/i] [/u] I also tried this using R0J0hound's Paster plugin as an alternative to the CanvasSnapshot method, and incurred the same result on all three browsers. Thought this was a relevant point to add.
    
    [url=http://goo.gl/iwYgy4]http://goo.gl/iwYgy4[/url] for the CanvasSnapshot method.
    [url=http://goo.gl/4lBhL7]http://goo.gl/4lBhL7[/url] for the Paster method.
  • Just to confirm: I am also having this same issue within my project, using the same repro steps. I am on Version 178, and there are multiple sprite fonts in my project.

    Within the same project, further to this, the bounding boxes are also disappearing at certain times, and re-appearing at others.

  • Got it! Thanks!

  • Oh my... I seem to have lost the download link. I'm an idiot.

    I can provide proof of payment via PM, is there any way you could send it to me again?

  • V3 is live with screenshot upload function, pinterest is still in process will be available for v4 soon this week.

    Thanks! about to download and test it out now.

  • What's the best way to debug a game using Crosswalk Intel XDK?

    My game (a fairly simple platformer, as a test) is quite laggy when run on device (HTC Desire X) as an app, however this is not mirrored when running it in Chrome from a server.

    In the app version, there is roughly a second delay between hitting the jump button and the character jumping.

    Within Intel XDK, should I be looking at the Debug or Profile tab to look for this issue? Is there anything in particular I should be looking out for?

  • Hey how is V3 coming along?

  • Just an update; I am testing a new approach using the Dropbox plugin by septeven. Still having issues however... Really starting to hate this application I'm building! One brick wall after another that I'm banging my head against!

    So. New approach.

    Live here: http://dev.angelserver.in/IMG_Sharing/

    This is what happens:

    • On hitting the 'test' button, a snapshot is taken of the layout.
    • To prove that a snapshot has been taken, this is loaded into an empty sprite.
    • This image is then created on Dropbox, using the data from the CanvasSnapshot:
    • Then, to prove that the file has successfully been created in Dropbox, we load the created file into another empty Sprite.

    ...So. The snapshot has been taken, as this is successfully loaded into the first empty sprite. Check the Dropbox? Yes, the file has been created. Good.

    But the resultant image is not loaded into the second empty sprite, suggesting that a problem has occurred at the upload stage. Check the Dropbox again, open the file:

    And sure enough, upon downloading the file, it appears to be corrupt. Something appears to be going wrong at the saving/upload stage, but I'm not sure what. There *is* data within "CanvasSnapshot" to be uploaded, however it does not seem to be transferring to the created file on Dropbox.

    Of course, the sharing functions then also do not contain images, because they reference the created file on Dropbox which contains a faulty file.

    Even stranger is that upon clicking the "Test" button again, an image IS loaded into the second empty sprite - but not of the current Snapshot. I fail to understand where it is getting this data from - it appears to be the last CanvasSnapshot - is it loading the previously saved file?

    Not sure what's going on, it's all a bit of a mess.

  • miketv I never did figure this out, no...

    I couldn't find a place to specify where to save the .png; this seems to be the problem? I'm back on investigating this stuff today, so I'll update if I get any further.

    As a single file? Is that an export setting somewhere?

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angellondon

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