h1k3's Recent Forum Activity

  • The new Facebook plugin for Construct 2 for websites is finally here under my new H1K3 brand. With it comes two new features: Developer Email alerts to email yourself from within the Construct 2 environment, and a Graph API action to make GET, POST, and DELETE calls to the Facebook graph API. Truly unlock Facebook with this new little beauty.

    Find out more here:

    http://shop.lockegames.com/fb_init_001

    Or find all my branded items here:

    http://shop.lockegames.com/h1k3

    Find the documentation at:

    http://docs.lockegames.com/index.php?ti ... ebook_Init

    In case you haven't heard, Facebook is shutting down it's Parse service. http://www.bbc.com/news/technology-35441445 So with that in mind, I'm offering a 10% discount on all of my Facebook items at http://shop.lockegames.com from now until 7/3/2016.

    Use coupon code uhohparse

  • There are a lot of what Facebook calls breaking changes that are not compatible with the c2 facebook plugin. More so by the week. So it's completely possible that this is the result of that but I'm guessing it's more something you didn't do right with your app. Did you add a login button or set the user to force a login action? Without having a user click login it is very limited in what you can fetch for info on them.

  • ranma

    Thats agreed completely. I've been adjusting the official plugin to suite my needs and avoid the app secret. I'm actually in the process of redesigning the whole plugin from scratch. A lot of the breaking changes aren't compatible with the official plugin so at some point our apps will stop working. For example Facebook is now expecting that apps have the ability to handle denied permissions, the official plugin using the popup login isn't compatible with that so I updated my plugin so we have the ability to check for denied permissions through the url. I know what changes need to be made but I'm a father of 6 so time is valuable which translates into slow progress. We should get a group of knowledgeable people together and rebuild the whole plugin, test it as a group and present it to the Scirra team for consideration as replacement of the official plugin. It would take some stress off them so they can focus on the other improvements and give users the Facebook plugin we've been asking for.

  • ranma,

    I think I remember reading that only official plugins are allowed. I think it's agreed most people should never adjust official plugins for fear of ruining the plugin I seem to remember you know your way around the SDK. Would it work to open up my updated plugin and cut out the reference for user token and plug it into your official plugin?

  • Version 1.1 now includes a new way to request permissions. See top of thread for further information and download link.

  • I have a Facebook addon plugin with the access token. Search Facebook 2 and you should be able to find it. I'm on my iPad or I'd link it for you, sorry. :(

  • Ashley or anyone who might have an answer. I finally realized I have not been able to get dialogs to work on Facebook canvas apps because the app is placed inside an iframe on the facebook page. So the link Here says I need to redirect the window top rather then try to redirect the app page. How do I go about redirecting the window top like it says in the link? I know that the plugin includes a way for login but it forces a popup. Using dialogs, nothing ever pops up so I'd prefer to use dialogs for everything.

  • BluePhaze

    The problem there is with the building above. Placing it always a layer above my player will mean that it will still show below the building, like he dug a hole and started crawling under the building. By placing the building below the player then by default he can walk in front of a building and show up like he is standing in front if it. Then if the player walks into the green the building flips to the layer above so he is then showing behind the building. If that make sense?

  • BluePhaze

    Splitting the images up into two I'm not sure but I think might cause more of a delay, even by a millionth of a second. Although I'm not sure. My thoughts are two seperate images need to be rendered in the engine before they can be stamped onto the canvas. Where what I'm doing is this:

    <img src="https://dl.dropbox.com/u/77974757/overlay.PNG" border="0" />

    The red and green are each one image that are placed over each sprite. So it renders once before stamping over each image is what I'm assuming. Red is the collision sprite. So its set to solid versus the actual building. Then its a matter of checking for collision with the green image.

    <img src="https://dl.dropbox.com/u/77974757/zorder.PNG" border="0" />

    Everyone I've had test it so far has told me the movement is fluid with no to little stuttering.

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  • Jase00

    I managed to get around it fairly easily. I created two sprites one green and one red. I also created a player/npc layer and one object layer above and one object layer below. All my objects by default are below the player. I placed the red sprite over solid parts of objects and the green over areas where the player should be behind the object. The I have two events. The first checks to see if the player is overlapping the green. If it is then move the object to the layer above the player. The second is the opposite. If the player is not over the green then trigger once moving objects to the layer below the player. At game startup I set the opacity of both to invisible and the game works fluidly. Maybe that would help.

    Here it is in action so you can see how fluid it is.

    lockegames.com/relicsofyore/city

  • Ashley

    So if I suffer through the brute compression with each upload then it would have a net positive on playability through smaller download size with no adverse affects outside of watching the paint dry while it compresses on export?

  • Does compression on export have any effect on gameplay or just download/bandwidth as the manual/blog says?

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h1k3

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