Hi ladies and gentlemens, and dear Gideros users,
Did you ever heard about a thing called 'Facebook Instant Games' ? Well, if you do, then maybe you'd like to know that we've been working hard to make Gideros compatible with these. Don't believe us or don't know what it is all about ? Read here:
https://developers.facebook.com/blog/post/2018/03/14/instant-games-platform-open/ and notice your favorite SDK is listed here:
https://developers.facebook.com/docs/games/instant-games/engine-recommendationsHurry up and develop the next great instant game for facebook messenger with Gideros.
Get the new version now!With this new release you'll also get:
- Procedural sound effects plugin (Thanks to Paul Carter)
- Steam plugin (Thanks to
@totebo)- Huge speed improvement on HTML5
- Rendertarget accepts an autoscale argument to match screen resolution
- Desktop export now can be synced to vertical screen refresh (vsync)
Not that there are a few things that still doesn't work correctly regarding instant games, we'll try to fix them ASAP with Facebook's help:
- setClip() doesn't behave correctly on mobile messenger (works ok in desktop browser)
- rotating the device causes layout issues, again on mobile messenger only
- procedural sounds don't work in HTML, we are investigating...
Thanks to all people involved who made this possible, including Facebook team!
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Likes: SinisterSoft, Atavismus, Apollo14
Fragmenter - animated loop machine and IKONOMIKON - the memory game
PRESS ANNOUNCEMENT - MARCH 15th 2018
Issued by: GiderosMobile (press@giderosmobile.com)
Create Facebook Instant Games Using Gideros!
Leading open source games development kit, GiderosMobile, has added the ability to export to the popular Facebook Instant Games platform in their latest 2018.3 update.
Gideros allows you to code your game for multiple platforms using the same API and enhanced Lua programming language. One of the key features of Gideros is the ability to code, then quickly test your game live on the target platform – with Gideros you can make code changes then instantly test how the changes affect your Facebook Instant Game!
The process of adding the new export to Gideros started in early 2018…
“The first task was to get in touch with the right people to speak to at Facebook that would allow us to join the platform. I went to London games week in January to track them down – luckily, I was successful. The Facebook team have been great at providing us with enough information to create the export.” said Anthony Ball, one of the contributors to Gideros.
To make it suitable for the new platform, Gideros had to be made more efficient - both in terms of size and speed - that job became the responsibility of Nicolas Bouquet, the main Gideros coder and responsible for the original HTML5 export.
“When I began working on Instant Games for Gideros, I thought the work would be merely to package a standard HTML5 export for new platform - I was both right and wrong!” says Nicolas.
“Gideros has had HTML5 export for years, but Facebook Instant Games brings both a deployment framework and specific gaming services, for this Gideros had to make use of specific Facebook APIs. First, I had to modify our HTML5 apps loading system to play nicely with the Instant Games launch screen, then make a ‘player’ to ease further development. This allowed me to quickly code and test integration with instant games API. Then I had to put it all together and have gideros tools export projects specifically for instant games. All this work has allowed us to greatly improve gideros performances in HTML5 – now twice as fast as it used to be!”
Gideros brings some unique features to creating Facebook Instant Games:
o Live asset and code uploading from the studio directly into your Facebook Instant Game for quick and easy development (both on desktop and Android).
o Direct feedback from your game into the studio to help debug your code.
o Support for Facebook ads and other Facebook Instant Game features.
o Go from code to a fully built Facebook Instant Game in seconds, no compile time!
o Fully open source development kit with regular updates and a great support community.
Download now from: http://www.giderosmobile.com
Product and company names mentioned herein may be trademarks of their respective companies.
Likes: Atavismus, oleg
https://deluxepixel.com
Likes: SinisterSoft, Atavismus
So much good news!
Congratz to the team!
And thanks again for that even greater tool now!
Likes: antix, SinisterSoft
http://store.steampowered.com/app/367110/Dustbowl/
https://play.google.com/store/apps/developer?id=razorback456
мій блог по гідерос https://simartinfo.blogspot.com
Слава Україні!
@oleg, Facebook adverts and Facebook IAP are included in the API.
Likes: SinisterSoft, Atavismus
Likes: SinisterSoft, Atavismus
Likes: SinisterSoft
"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)
This way I can update the code and both my facebook instant version and my regular version of the game get their source updated and they use the same level data, etc.
I also put the loaded % to 70% (you will see this when exporting) and call a progress() routine every so often when loading the game assets, working stuff out to move that percentage up as the game initialises. I added an example to the docs to show how to do this:
http://docs.giderosmobile.com/reference/fbinstant/fbcore/setLoadingProgress
I suggest you do something similar rather than leave the % at 100% otherwise it will look like you game has locked up.
Likes: Apollo14
https://deluxepixel.com
This is the Apple dev team number that can be found on one of the Apple backend systems (possibly I connect or the actual dev account). @hgy29 has already submitted a game for approval so maybe he could clarify this.
Likes: Apollo14
https://deluxepixel.com
Likes: Apollo14, SinisterSoft
https://play.google.com/store/apps/collection/promotion_300308f_instantgames
http://www.businessofapps.com/google-play-instant-lets-players-try-games-without-downloading-and-installing-an-app
Likes: SinisterSoft, MobAmuse
"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: antix, SinisterSoft
Likes: oleg
Likes: totebo
Likes: SinisterSoft, antix, Atavismus, Apollo14, vitalitymobile
[gfx] Fix TTBMtextField wrong coloring when changing texts
What is TTBMtextField?
"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: antix
FBInstant.getSDKVersion()
FBInstant.initializeAsync()
FBInstant.getPlatform()
FBInstant.setLoadingProgress()
FBInstant.getSupportedAPIs()
FBInstant.quit()
FBInstant.onPause()
FBInstant.player.getID()
To help do this you could create a variable called FBInstantAPI and set it to true once startGameAsync has been resolved - then only call other API commands if FBInstant is true and then if FBInstantAPI is true.
Likes: vitalitymobile, Apollo14
https://deluxepixel.com
https://developers.facebook.com/docs/games/instant-games/getting-started/quickstart
I see they loading assets inside FBInstant.initializeAsync(). In your example do you mean using getSupportedAPIs is equals to initializeAsync?
I also wonder why you put the loaded % to 70% (when export), is this the time that Facebook need to load and unzip pakage.zip? And 30% remain we use to present the preload game assets process?
Thanks!!!
It looks like Facebook have fixed a few issues over the weekend, they emailed me this morning to let me know that problems are caused if you use other facebook API commands (other than those in the list above) before startGameAsync has called the callback function. You can still do things like load assets and setLoadingProcess(), etc.
Any in that list can be used at any time.
Likes: vitalitymobile
https://deluxepixel.com
So how to use the feature: "turned into bitmap at runtime"
local font = TTFont.new("Roboto-Regular.ttf",60);
local label = TextField.new(font, "Clicked 0 time(s)")
Is this feature enable as default when using TTFont?
Thanks!
Likes: vitalitymobile, Apollo14
This is probably the last 2018.3 series release.
Likes: Apollo14, keszegh, vitalitymobile
Did they open it already or it's still closed?
"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: Apollo14, SinisterSoft, vitalitymobile, totebo
https://github.com/SSYGEN/blog/issues/31
he knows so many interesting things about unity
But I guess probability is like zero if he's posessed with idea to build own engine from scratch.
"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)
https://github.com/SSYGEN/STALKER-X#following-a-target
https://deluxepixel.com
Likes: Apollo14, antix, SinisterSoft
Fragmenter - animated loop machine and IKONOMIKON - the memory game