fredriksthlm's Forum Posts

  • Ashley Thanks for a great update! I will try all the new events later this week. As you know, this was highly appreciated!

    "Note that from this release onwards, you must use the Instant Games export option for the Instant Games plugin to work"

    Just a question, is it any differences with the new export other than the app-config file? Some code included/excluded in the runtime if you choose the new IG export? (I know your basic idea with your software is to include "everyting" in the runtime, but I also know you have some platform specific code/workarounds in it..)

  • well, hello?

    It is not clear what you are asking.

    you set the loader image (splash) in the facebook app dashboard. not in construct.

    but that has no effect on loading time

  • Oh! I am sorry for this, I actually now tried one of my games and switched contect (choose and update async) and I now see the same as you do. Text is not mine, just a standard (localized) FB text.

    Must have been in some late update of facebook! my code has been the same for months, now it works out like yours!

    I know they changed the message for updateAsync Leaderboard, in october. Maybe they changed the updateAsync Custom as well...

    Maybe you can ask in the Instant Games forum, or file a bug report

    But as I said: in their offical github (which they uploaded one hour ago) they use this code. So maybe this bug is just temprary for today. (It happens a lot that some stuff break for a day or two and then came back)

  • i don't have any of that in my app config file.

    the only line I have is the now mandatory navigation line:

    {

    "instant_games": {

    "navigation_menu_version": "NAV_FLOATING",

    }

    }

  • 5 minutes ago Facebook uploaded examples to their repository at their github regarding exact this.

    This is their payload:

    {

    action: 'CUSTOM',

    cta: 'Say Congrats!',

    text: {

    default: ' english text',

    localizations: {

    en_US: 'UStext',

    es_LA: 'spanish',

    pt_BR: 'portuguese'

    }

    },

    template: 'play_turn',

    data: { myCustomData: '42' },

    strategy: 'IMMEDIATE',

    notification: 'NO_PUSH'

    };

    Which is the same I always use.

  • I can also just see standard cta (Play Now)

    But text is what I specify. Same code as you have.

    Only difference I see is that I use:

    template: 'play_turn',

    And I have not specified anyting in the app config file. just quickly try to delete all that, and set 'play_turn', to see if you get the correct text.

  • Have you specified an image? Make sure you have a correct base64Picture set.

    For me it works fine with

    template: 'play_turn',

  • It is working just fine. What is the problem?

    Read the main IG threads in General where this is discussed.

  • hehe, yepp! ofcourse

    forgot about that one :)

  • Woohoo, new IG functionalities on its way. Thanks Ashley!

  • well, yes need to wait "a while" ofcourse, since the score will need to register in the db.

    so after your setscore, make the event wait for 0.5 second, then fetch scores.

  • You can also use Photon, in the same way as with Unity.

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  • nope, they removed the PM functionality.

    (GDPR..?)

  • Ah, then it is possible for sure! 100% doable with construct!

    Good luck!

  • Your statement is wrong.

    A player does not need to visit the layout with the objects at all. but the layout must exist in the project. like tarek said, you can use a hidden bank layout will all things, which the player never need to see. this is for c2 runtime.

    with c3 runtime you do not even need this layout at all.

    (so for your question: yes the game can load the objects directly in layout2, without visiting layout1)