I am successfully test one of my game on facebook instant games, it used to be working well couple of weeks ago now it is scrollable and I am able to zoom in an out but. How can i disable scrolling and zooming ?
2018.3.3 is now released. I didn't took the time to test it beyond opening it and checking the few things it is supposed to fix, but I am confident it should be ok.
By the way, After pull GitHub code, I go to doc/reference folder but can not find the fbinstant folder? I can read it offline by open HTML but I cannot find it. Thank so much!
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
You can use a plain text editor to make changes on it. The file is then used to update a database on gideros server, which in turn is used to generate html docs.
Late to the party but just starting to get really interested in FB Instants. I am hearing from quite a few other non-gideros instant developers there is not much money in it currently but hey ho there you go.
> Newcomers roadmap: from where to start learning Gideros "What one programmer can do in one month, two programmers can do in two months." - Fred Brooks “The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Because it’s functionnality is given by liquidfun plugin, which is a more advanced/up to date version of box2d. Removing box2d from core allows to build lighter binaries in case one don’t need physics, and I ensured that all was needed to retain compatibility was to include liquidfun plugin in the user’s project
What is the exact procedure for exporting a FB Instant Game say using Gideros 3DCube demo as an example/test?
I have exported Gideros BirdAnim and 3DCube as FB Instant's and 7zip'ped the test archives (around 2Mb) but they only load to max 97% as an instant game when upload to Facebook to test.
I have tried several combo's of tick boxes and compression options on export but they all do the same thing i.e. don't ever fully load on FB.
Yes thank you I see there is a little more to it after SinisterSoft came to the rescue via a PM. I think I missed all that part while I was away doing some other non gideros stuff. Ooops.
Thanks again, I will have a bash at it all later and see where that leads me.
OK I have already come on a long way since my last post but now I have tested everything, I want to add an interstitial ad.
I see there is the call... fbLoadInterstitial() ...but how do I pass the "AD_PLACEMENT_ID" to it that I just created in the FB monetization manager for the actual interstitial ad?
Also I since noticed there are ad networks for both Android and iOS so I presume I'll just stick with Android for starters to get going with instants and ads.
...when game over happens to display an ad. Nothing crashes, but I don't actually see an ad when running on mobile fb messenger.
The app is currently in development mode but is set to public and the ad has not been sent for review and neither has the app. Would that cause the above or perhaps there is little or no ad fill rate?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
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I fixed it in my own gideros repo and it will be included in next release: https://github.com/gideros/gideros/commit/60a124d2e7e3e72b4a5b63ac3583d5801816cfc1#diff-a0cf4f94dff3ddb8873f57317b0439ac
Likes: SinisterSoft, antix
Likes: antix
Likes: SinisterSoft, antix, vitalitymobile, Apollo14
By the way, After pull GitHub code, I go to doc/reference folder but can not find the fbinstant folder? I can read it offline by open HTML but I cannot find it.
Thank so much!
Likes: vitalitymobile
https://deluxepixel.com
Likes: vitalitymobile
https://deluxepixel.com
For example, content here http://docs.giderosmobile.com/reference/fbinstant/fbcore/getLeaderboardAsync
is out of date compared to some push you already commit to Github
(setScoreScoreAsync ....)
And from "the xml for the document in github is in docsrc" how can I read it or generate to HTML format?
Thank so much!
You can use a plain text editor to make changes on it. The file is then used to update a database on gideros server, which in turn is used to generate html docs.
Likes: vitalitymobile, SinisterSoft
https://github.com/gideros/gideros/commit/f6a03df9520f365bfce5d041834e6e25331c51e5
"What one programmer can do in one month, two programmers can do in two months." - Fred Brooks
“The more you do coding stuff, the better you get at it.” - Aristotle (322 BC)
Likes: SinisterSoft, Apollo14, MobAmuse, totebo
I have exported Gideros BirdAnim and 3DCube as FB Instant's and 7zip'ped the test archives (around 2Mb) but they only load to max 97% as an instant game when upload to Facebook to test.
I have tried several combo's of tick boxes and compression options on export but they all do the same thing i.e. don't ever fully load on FB.
Using latest Gideros for the record.
FBInstant.startGameAsync(callback)
Likes: MobAmuse
Thanks again, I will have a bash at it all later and see where that leads me.
Likes: totebo, antix, SinisterSoft
I see there is the call... fbLoadInterstitial() ...but how do I pass the "AD_PLACEMENT_ID" to it that I just created in the FB monetization manager for the actual interstitial ad?
i.e. as stated at https://developers.facebook.com/docs/audience-network/android-interstitial
Also I since noticed there are ad networks for both Android and iOS so I presume I'll just stick with Android for starters to get going with instants and ads.
Then you can display it with FBInstant ads API:http://docs.giderosmobile.com/reference/fbinstant/fbcore/getInterstitialAdAsync
Likes: MobAmuse
FBInstant.getInterstitialAdAsync("ad_ID_string", function(result,error)
print("getInterstitialAdAsync result:",result)
end)
...when game over happens to display an ad. Nothing crashes, but I don't actually see an ad when running on mobile fb messenger.
The app is currently in development mode but is set to public and the ad has not been sent for review and neither has the app. Would that cause the above or perhaps there is little or no ad fill rate?
Noob.
(it's not us, it's fb who haven't got that bit working yet)
Likes: MobAmuse, totebo
https://deluxepixel.com