Renfd's Forum Posts

  • Hey guys

    Just wondering if you have any thought on how you would deal with this.

    For Facebook Instant Games, would it be better to use local storage or somehow utilise the Facebook leaderboards to store progress etc.

    Using local storage means that a player can’t keep progress between devices.

    If info could be pulled from a Facebook leaderboard, they technically could.

    Is this doable?

    Thanks for any input

    Use 'Set player data' and 'Load player data' from the Instant Games plugin to save and load player progress. You can use JSON from dictionary object. Very easy.

  • Here is a basic setup guide: https://www.scirra.com/tutorials/9659/h ... 3-game-app

    Let me know if there is anything missing and I'll do my best to update it <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> had a spare 5 minutes that was all and tried to cover some of the more important stuff!

    Thanks for the tutorial.

    I didn't know that adding the Facebook plugin is needed. Are you sure about it?

  • Same problem here. Also all share functions doesn't work.

    Non-interface functions like saving scores and analytics works fine, but the only interface function that works here is 'Creat home screen shortcut'. (Interface functions I mean functions that calls facebook interface)

    Don't know if its something wrong we are doing. So would be good to have the documentation for this plugin asap.

  • Someone managed to get the features like share and invite to work?

    I didn't managed here even with the plugin update.

  • I managed to get my game working on the platform. The 'Is Available' event triggers, but the share and invite functions don't work. The 'On error' don't trigger.

    Maybe Ashley could help

  • I upladed my game and i'm testing it on instant gaming platform, but I'm not managing to get the SDK features to work.

    One thing I've noticed today is that in order to continue with my game to public production I'll have to send them Apple developer team id (because the game will be publish in Apple devices). Does any of you have experience with that? Does it mean that I'll have to pay the anual 99$ fee to Apple just to get the game published?

    I would like to know too

  • +1

  • Hey rexrainbow

    Could you please convert the following plugins?

    • Loop Iterator
    • Event Balancer
  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • > Personally, I think they deserve their place. But I would really like to know the honorable mentions.

    >

    Thanks for reminding me, the website is updated - http://contest.gameeapp.com/

    Thanks. Seeing my game (Little Big Runners) in honorable mentions was comforting.

    Looking forward for the next contest.

  • I think C3 should be marketed as "the best engine to make web games". So it would avoid such spectation. Supporting any additional platform would be a bonus.

  • Ashley Is FIG plugin planned for Construct 3? If yes, will it support rewarded/interstital ads placement and stuff like FIG-leaderboard, shared context etc?

    This will be a very very Unique Selling Point Instant games will be big for HTML5.

    I agree. I think Instant games will be 1000x more relevant to HMTL5 games than mobile exporters.

  • [quote:qxtgijlv]We prefer games that are language independent. Try not to use any text if possible.

    Exception, simple English allowed, expressions like "BOOOM" allowed.

    So using text for tutorials and another things that uses text like ingame shop and achievments are extremely discouraged?

    I think ingame shops and achievments are great for player retention, but so do you prefer a more simple and direct experience?

  • Demo link is broken

  • I think you should share more details about your publishing platform.

    Also how much traffic/revenue we can expect for a good game in a monthly basis?

  • Maybe...

    Thanks! I really tried to search the solution, but couldn't find that thread.

    Replaced the 'on touch' event by 'on tap geture' and now it works!

    Thanks!