Noel

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Everything posted by Noel

  1. News released today: https://www.facebook.com/groups/instantgamedevelopers/permalink/906519986210828/ You can now have your own test bundle on the same app.
  2. shareAsync( ) This invokes a dialog to let the user share specified content, either as a message in Messenger or as a post on the user's timeline. Note: please make sure you have read the documentation before posting questions here.
  3. Interesting. I will report that internally.
  4. Hi @o0Corps0o, why don't you simply switch to your solo context? FBInstant.context.createAsync(FBInstant.player.getID())
  5. Hi @Kanela I am pretty sure the answer I just gave here will help:
  6. Hi @SahJ, I think I understand. You should use the field data in updateAsync when inviting from player A: data: { myReplayData: '...' } And then use FBInstant.getEntryPointData() with player B to retrieve the information that it was an invitation from player A.
  7. Hi @SahJ, I do not understand your question. When choosing a context with chooseAsync, the client will try to switch to that context and resolve. What do you mean by "when my friend accepts"? console.log(FBInstant.context.chooseAsync()) -> why are you logging a method call? Did you set base64Picture properly? chooseAsync( ) Opens a context selection dialog for the player. If the player selects an available context, the client will attempt to switch into that context, and resolve if successful. Otherwise, if the player exits the menu or the client fails to switch into the new context, this function will reject.
  8. @SahJ You cannot do that. You should only use the API available in the Instant Games SDK.
  9. @Xe Sean It worked fine when I tested.
  10. @o0Corps0o Glad to hear that! 😀
  11. @o0Corps0o On which platform do you test? Reminder: ads are only available on the mobile apps, not on www.
  12. @pingu, you can use FBInstant.logEvent if and consult the logs in the Analytics section of the game though.
  13. @pingu I think generated test users are not added properly to leaderboards as they are not real people. Could you add real users to the list of testers in the "role" setting and test again?
  14. Hi @Shima_Max, the debug tools in Chrome should work fine.
  15. Hi @pingu, are A and B both real users or a test users created by you?
  16. Hi @Xe Sean, does it work well on other platforms? Edit: could you also share the app ID?
  17. Hi @KENYONBcom, let me check what is going on and get back to you.
  18. @zenocross I strongly suggest using the latest version (beta) available on github: https://github.com/photonstorm/phaser It comes with some integration with the Instant Games SDK so you should not have to deal with these issues.
  19. Hi @Barabus great, I hope it gets resolved soon.
  20. Hi @Barabus can you open a new bug report and reference the bug report you shared here?
  21. Hi @pingu, might want to check the documentation for "strategy": strategy string? Specifies how the update should be delivered. This can be one of the following: 'IMMEDIATE' - The update should be posted immediately. 'LAST' - The update should be posted when the game session ends. The most recent update sent using the 'LAST' strategy will be the one sent. 'IMMEDIATE_CLEAR' - The update is posted immediately, and clears any other pending updates (such as those sent with the 'LAST' strategy). If no strategy is specified, we default to 'IMMEDIATE'. Source: https://developers.facebook.com/docs/games/instant-games/sdk/fbinstant6.2
  22. Hi @Barabus, is the player listed as an admin/dev/tester of the app?
  23. @Reggis I see. I will communicate your feedback and update you then.
  24. @Barabus Well, you are calling canSubscribeBotAsync to check if that user can subscribe to the bot. It looks like this player cannot, that is it. We do not list all the cases this might happen, as it is subject to change, but you can assume that it returns the correct value.