fredriksthlm's Recent Forum Activity

  • Others have got approved games for the previous C3 versions and the previous SDK (it was not really that much difference between 6.1 and 6.2), so it is most likely not realted to any C3 or SDK issues.

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  • Personally I hate translated games. So I will not translate them, and even if you do, people with different names may play the game in different languages even then.

    But I have not even found the regular gaming spritefonts with none latin letters. so when people with thai names play the leaderboard name will just be blank for their inputs...

    Any thai, persian, russian or korean game devs here who have been playing facebook games or similar and experienced this issue, that your names "do not show/work" in the game?

  • After 25 days of waiting for a review, Facebook finally approves.

    I waited 39 days for one

    but the queue time decreases every day now

  • paala

       FBInstant.context.chooseAsync()
      .then(function() {
        console.log(FBInstant.context.getType());
      });[/code:329fwcnq]
    
    This works, you can see in the console that you actually has changed into a THREAD.
    But to be able to use the functions in the construct plugin later on (update contextueal leaderboards and similar. We must update
    InstantGames.ContextType
    InstantGames.ContextID
    
    So after calling chooseAsync we need to set the construct internal variabel name for these, otherwise the offical plugin do not get updated with the new ID and Type and the official events do not work with the new ID and Type....
  • hi,

    i am always using spritefonts in all my games, also for leaderboards/highscore tables. and showing names of connected players and stuff like that. All my games are always in english, and I live in europe, so all names I ever see is in latin letters.

    How do you handle stuff like this? Include arabic, russian, greek, persian.... letters as well in the fonts?

  • Of course I added the Instant Games plugin. I can export to Android, iOS and Instant games from a single C3 project file. Are you seriously saying you duplicate your projects just for an Instant Games export?

    Yes I actually do!

    I saw you get your "bug" fixed in r101.

  • Are you guys serious?

    You add Instant Games plugin to a mobile app, and it behaves odd, and then you file it as a bug!? Instant Games should only be used for instant games, which is obvious.! do not just add stuff randomly to your creations.. also instant games has it's own loader, if used properly as an instant game!...

    And also note that it is not allowed to use user information that is not provided by the Instant Games SDK, along with Instant games. also you are not allowed to share app id, or use any other ad system when using their SDK.

  • Ashley

    My five cents right now. Do not spend time on IAP, it is not widely supported yet.

    ChooseAsync is priority 1. (I can though do it via javascript/browser). It is a small/easy function which should be easy/fast to add.

    priority2: leaderboard "tagname" somehow, currently I can only request one leaderboard at the time, and then populate it, then request a new, but then I cannot use On Leaderboard loaded, since that is already true from the first request. so I have to turn off the first population events, and use a wait function to wait for the new data, then populate it.. works, but not nice, and causes delays. (i want both global highscore and friend highscore to be visable, maybe also the contextual.)

    the other stuff, not needed as I see it.

    I agree with paala s suggestion with chooseAsync and updateAsync

  • I found the way to share inside messenger:

    1. choose async. choose a friend.

    2. make share post. Share post will be a link in the messenger with that friend

    Great find! Have you verified on different devices that this always works like this?

    For me on my android I post shareAsync in messenger htread, but on my iphone I get a wall post.

    Did you do the share with the construct plugin or with calling the javascript via the browser plugin?

  • >

    > It works for most european countries.

    > I believe they soon will whitelist romania as well.

    >

    where i can see that?

    is there a whitelisted countries list somewhere? cause in the payout settings i can select my country, i can also add USA as i have a usa partner, however on both methods i get the "not accepting requests at this time" type of message. is that a country thing or an account thing? i sent a message to the audience network as well asking about this issue, nobody has an answer.

    to be clear, i have 2 games accepted by the review team, ads work good in testing, everything is on point, but the audience network just doesn't let me submit my payout so i can forward to app review ads thing again, and get live ads, and not the test ads. waited 2 months to get approved lol. lost so much time compared to other games on the platform now.

    I have registered swedish bank account just fine. And I know french guys as well. So it is more countries than US/UK/Can.

    But you should ask these questions to the instant games team, like Chris, Mark or Edgar. I know many people have issues with bank accounts from none approved sites.

  • Ashley i noticed instantgames the official facebook sdk now supports In game purchases, would we have that feature inside the C3 plugin? their ad monetization program doesn't work sadly for users outside USA /UK/ Canada ... so there is no way atm to monetize using instantgames.... they also don't allow custom ads from other networks inside the games.

    It works for most european countries.

    I believe they soon will whitelist romania as well.

  • it dose not tho my game loads fine yes but read the rules for approval

    you need to show the game loading in percentage all construct games shoot form 0% to 100%

    check any published game they all load properly

    has any one had a game approved have you ????

    Yes, we have. They work fine.

    If it doesn't work for you it means you have done something wrong.

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fredriksthlm

Member since 6 Jun, 2016

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