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About pingu

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  1. 20% + D1 retention is supposed to be very good.
  2. So until then we have to stay unverified? I have a game that will soon be pulled out of discoverability because my business review failed. And the game is going to lose its privileges because I tried to apply for a business verification in the first place. 😓 How did you contact them? I wish I can ask them to do my individual verification before they pull out my game from visibility.
  3. Hi @Noel The pain point here is that: 1. In some countries it is perfectly fine to earn money via game development as an individual developer without a business registration. Business registrations (at least where I live) are done for partnerships, limited liability or generally after income exceeds a certain high threshold. Tax can be otherwise paid through an individual tax ID. 2. FB business manager seems to be tailored only for registered "businesses". I still tried filling it up to best reflect that I am working in individual capacity and supplied my individual tax document and address proof (both government issued) but my verification failed with a message that I didn't supply one of the required "business" documents. It would be great if the exact policy for individual developers on the platform is clarified. Business registrations come with variable administrative overhead in various countries and it might not be worthwhile for individual developers who haven't started making sufficient money through their games. Thanks!
  4. Thanks. I did file a bug.
  5. I created test users to test my game and subsequently there were entries made for them in the global leaderboard. However I started noticing that these players start appearing in the score boards of real users as well. I deleted the test users to see if that would help, but the leader board entries for them still exist. I tried using the Facebook graph API to check if I can delete entries for test users, but I get this error when I try to: "message": "(#3410) Cannot find the player", I tried the same with a real user (myself) and the deletion works. It looks like either graph API doesn't support deleting test user entries, or this is because I have deleted the test users entirely. The only option I have now is to reset the leaderboard which I am a bit hesitant to do. Any other option here? Thank
  6. Hi @Noel "In the coming weeks, we will offer an individual verification process where registered developers can submit their apps for review from their app dashboard." So it's not available at the moment, right? Do you know of an ETA for this? Thanks
  7. I submitted my messenger bot for verification but in the following business verification step, I am being asked for details of my "business". I am an individual developer and don't have several of those required details like registration ID. I also read that business verification is going to become compulsory for even releasing games going forward. 1. Are individual developers allowed on the platform? 2. If so, where can individual developers get their verification done? Is there an email alias to reach out at if the form is still not ready? Thank you
  8. Hi, I have been working on a FB instant game since the past few months using Phaser 3. The development work finished early on, but there were issues with Phaser 3 on iOS devices which kept me from successfully testing the game on my iPhone and hence releasing it. The unknown bugs also got the app rejected on FB platform a couple of times without me understanding my. Now I find out that most FB instant games which use Phaser have used Phaser 2 (I asked many developers). I am considering porting my game back to Phaser 2 so that I can release the game on FBInstant even if it has its disadvantages. I can always port back to Phaser 3 after a few months. Has anyone had experience doing this? Is it a lot of changes? I hope there to be some API changes but overall a 1:1 from old APIs to new APIs. Thanks
  9. @photonstorm I did: Turns out the problem exists even outside of FB instant. Thanks
  10. I had my instant game approved and the audience network review approved as well. However, after that I decided to make a small change (a version bump of Phaser) and test it. So as usual, I uploaded the new zip to FB instant's web hosting section and pushed it to production. The game was broken and I spent the next few hours trying to fix it to no avail. To my dismay, within 6 hours, audience network got blocked because (they said) my app wasn't functioning properly, which is true, but I was merely trying to test it. What is the correct process of doing this? I have read that we don't need a fresh review of app and audience network every time we update the game. My game wasn't even released. It was only in development mode and it got randomly or automatically reviewed for audience network. Is there a "correct" way of testing experimental changes to the game? Thanks
  11. I started using Phaser 3.13 but soon after, my game started running extremely slowly on mobile devices (anywhere between 6 and 30 FPS depending on the device). It's impossible to debug this because the game runs fine on my desktop. If I switch back to Phaser 3.12 making no other change whatsoever in my game, the game becomes fast again. Unfortunately I need 3.13 because it has an input related fix. Has anyone else tried using Phaser 3.13 in a Facebook instant game? Do you see it perform normally?
  12. Hi, I just wanted to share that FBInstant's sharing dialogs (chooseAsync(), etc.) might cause problems on iOS devices if you are using Phaser 3. The problem is that after these dialogs return control back to the game, game's input stops working. It happens if you try to interact with the game in the split second after control is returned back to the game. This happens only in iOS devices. Here is the issue tracking it: It's not specific to FB APIs but anything that can take away control from the game. I am trying to fix this issue in Phaser and send a pull request, but I have not made much progress yet. It's a bit difficult for my first patch Given that social interactions are a big deal in instant games and we can't do without these APIs, I think it's better to use Phaser 2 for instant games until this is sorted out. I unknowingly sent my app to review without testing it on an iPhone and it got rejected and appeals are taking really long. So make sure you test your FB games on multiple devices if possible! Cheers!
  13. pingu

    Phaser 3 won't regain input on iPhone

    Looks like this is a bug I am looking for a safe workaround until it is fixed.
  14. @Noel I tested the same with real users (myself the admin and a friend who is a tester in the "role" setting) and my leaderboard has us both whereas his leaderboard has just himself.
  15. pingu

    How to debug game?

    It would have been nice to debug games when they run on the Messenger app on the phone because I've had some phone specific issues, but there is really no way I know of. Even console.log won't be of help. It's probably hard to setup something that allows this kind of debugging, which I understand.