fredriksthlm's Forum Posts

  • 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.

  • Slighly off topic here.. If you believe your game will earn $25,000 - $60,000 yearly then the license fee will be your least concern ;)

    (You do not need to take down your games if you decide to not extend your license, but you will not be able to update them)

    Looking forward to see your game!

  • switch game is not supported/allowed for iOS. so you should not show that button to iOS users.

  • have you tried changing the different spritesheet size option?

    But why do you think there is a problem with 200mb loaded memory? both phones and computers have RAMs of several GB now. in general the game will be faster and more efficient with more images loaded into ram.

  • Just fyi.

    Google Play Games on android got an update on 13december.

    ”Fixed a bug which was causing sign-in issues” it said....

    So maybe this update fixed (or broke) the thing...? (The games I have on my phone still works!)

    Google play games v2019.11.14449

  • Chadori is on a holiday, which you would know if you would follow the master collection community.

  • This is already corrected, in R176.

  • have you even added the plugin?

  • Hi

    Could someone point me to the photon.c2addon file? The information on photonengine.com/sdks doesnt point to the above file and the construct plugin browser doesnt show a Photon plugin. Or, did the photon plugin got deprecated because of the Multiplayer object in Construct?

    Thanks.

    just press download on the zip on page you link to..

  • phonegap for example. (well you export via construct but you need to create your apk via other service)