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Doyban

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Everything posted by Doyban

  1. Hey! Anyone here has tried to develop Instant Games to different platforms than Facebook's Instant Games? Particularly, I do have in mind: Snap Games (https://support.snapchat.com/en-GB/article/games) Paytm Mini Apps (https://developer.paytm.com/docs/miniapps/overview/) Telegram Gaming Platform (https://core.telegram.org/bots/games) WeChat Open Platform (https://open.weixin.qq.com/?lang=en)
  2. @rendell we're getting feedback from various forums, groups, our network, or the Y Combinator Startup School to name a few. Really, we don't need this (your) advertisement. Thanks.
  3. Hey, thanks for your response. Yes, looks like we should be more specific. You're right. These numbers might look quite low for you, that's okay. Once again, you're right. There were many Kickstarter campaign completely without anything during the launch, and we've some technical integrations in place as well as numbers how easier in comparison to Android/iOS is to monetise Instant Games. Of course, it's still difficult. Gaming in general is a difficult market. We've started this as a hobby project, and with the Messenger Instant Games we've noticed HTML5 games can exists. If y
  4. Hey folks! We can see Instant Games in Facebook Gaming, Paytm, Snapchat and WeChat, and we've decided to check out if it'll be interesting to see how so-called Early Adopters from the crowdfunding world will react. So far, there was only one serious funding about this, of course in California. This means, quite some smart people did believe in it. Knock Knock has raised $4M, but we can't compare ourselves working after hours to the ecosystem Silicon Valley has. At least, for now All the signs on the sky show that 5G will accelerate the development of Instant Games, aka. Games witho
  5. Hey folks! We can see Instant Games in Facebook Gaming, Paytm, Snapchat and WeChat, and we've decided to check out if it'll be interesting to see how so-called Early Adopters from the crowdfunding world will react. So far, there was only one serious funding about this, of course in California. This means, quite some smart people did believe in it. Knock Knock has raised $4M, but we can't compare ourselves working after hours to the ecosystem Silicon Valley has. At least, for now All the signs on the sky show that 5G will accelerate the development of Instant Games, aka. Games witho
  6. @Noel tried there as well and basically Firebase might give a little delay based on the answers there (not too many though). Wanted to try different source to compare opinions, tried also Stack Overflow, but completely nothing there. In terms of solution it seems to be Colyseus will be the preferred choice.
  7. Planning to develop 1 realtime multiplayer game, which would target Facebook Instant Games with further possibility to extend this into Cordova-wrapped Android/iOS app. The FPS must be rather high, as half second of a delay in the could influence the final battle result. Therefore, for the backend wondering between Firebase, Socket.io or Colyseus and looking for an opinion of someone experienced with that topic what would perform best for this scenario.
  8. With exactly the same codebase I have perfectly working Facebook events on Android. However, on iOS it doesn't works. I'm using https://github.com/jeduan/cordova-plugin-facebook4 for this and tried to set some alerts to see the error code or something (note `alert` in the code, for debugging purposes), but there is no action. In essence, I can't see any error, it just doesn't works. The following code: this.options = { method: 'apprequests', message: 'Play YellowSidd with me!' }; this.onSuccess = function(result) { alert("Success with invite, result: " + result); }; this.onError = fu
  9. After successful delivery In-App Purchases (IAPs) on Android using Apache Cordova and https://github.com/j3k0/cordova-plugin-purchase I can't get it working properly on iOS. The problem is that once the item is clicked the price shows its details etc., but if use clicks "Cancel" then the user can't purchase anything anymore. Unless restarting the game, as far as I'm aware I should handle rejection/cancellation events. Tried these, but so far no success. This is how I was trying to handle these events (rejection/cancellation), including playing with store.refresh() in different locations o
  10. Is it possible to make Firebase working on apps compiled by Cocoon? Followed https://firebase.google.com/docs/auth/web/cordova tutorial, tested on the device with error that cordova-plugin-inappbrowser is not installed. Tried to many plugins, all of those which are available throughout “Plugins” in Cocoon’s developer account. Really it seems to be there is actually NO plugin, which can handle Firebase for Cordova, really?! Some of them had issues during complication, some of them after - including cordova-plugin-inappbrowser. Errors after compilation with error “cordova-plugin
  11. Found temporary solution, the problem is actually I won't destroy the player in most cases, as once the player dies the most often times the gameplay (not whole game) is restarting, only after reaching some point in the game there is classical "Game Over" with possible back to menu, it took me too many hours already, I think will stay with that solution, at least it works. For others, if you'd have similar issues, maybe just in my case architecture is hard-coded already, and would need to change too much, including idea. // WORKING this.stick.visible = 0; this.buttonFireball.visib
  12. I tried to destroy it in many places, I see a hope that you know what can be wrong, I'm gonna to send you a bit longer code. Player.js YellowSidd.Player = function (game_state, name, position, properties) { ... this.pad = this.game.plugins.add(Phaser.VirtualJoystick); // Initialize VirtualJoystick Plugin. this.stick = this.pad.addStick(60, 340, 45, 'generic'); // Add stick for Virtual Joystick. }; YellowSidd.Player.prototype.update = function () { "use strict"; // Check player collision. this.game_state.game.physics.arcade.collide(this, this.game_state.layers.collision
  13. I did, the following snippet is in my die method. // Destroy VirtualJoystick elements. this.stick.destroy(); this.buttonFireball.destroy(); When destroy is commented this error doesn't occurs, however obviously the stick is multiplied every new initialisation of new game.
  14. Trying to implement Phaser Virtual Joystick (https://phaser.io/shop/plugins/virtualjoystick), however once player will die the game crashes with the following error Uncaught TypeError: Cannot read property 'length' of null at Phaser.VirtualJoystick.Stick.get (phaser-virtual-joystick.js:1042) at Phaser.VirtualJoystick.Stick.get (phaser-virtual-joystick.js:1063) at YellowSidd.Player.update (Player.js:90) It happens when joystick will be used at least once, while joystick is just added to the game, not used, the game works fine, on dead game is reseting. However, if I'll use at least singl
  15. Still, thanks for trying and feedback.
  16. @rich will try next time, maybe with Phaser 3?
  17. Looking for feedback for new game available at the moment on 3 platforms: Android itch.io Facebook Done with Phaser, includes sharing integration, FB invites, Firebase integration (not working on Android - please take a look https://forums.cocoon.io/t/compiler-error-cordova-plugin-browsertab/5941/3), LocalStorage, AdMob as ads and in-app purchases included also at the end wrapped with Cocoon.
  18. Hello Everyone! I'm so glad to present multiplatform game, which is playable through Android smartphones/tablets and Facebook. Technology stack: Apache Cordova, Cocoon, HTML5 Audio, Local Storage, Phaser. Integrations: Sharing, inviting friends, Admob, In-app purchases - for both versions, Android and Facebook. Link to game post: https://doyban.com/cashninja/ Direct link to Google Play: https://play.google.com/store/apps/details?id=com.doyban.cashninja Direct link to Facebook: https://apps.facebook.com/cash-ninja/ Looking for feedback, positive and negative, especial
  19. Free Multiplatform Game available on Android, Facebook and Chrome Web Store.Soon iOS and Windows Phone versions will be added.Project website: https://doyban.com/matchballoons/Google PlayStore: https://play.google.com/store/apps/details?id=com.doyban.matchballoonsFacebook: https://apps.facebook.com/matchballoons/Chrome Web Store: https://chrome.google.com/webstore/detail/matchballoons/pngjfjiicdgbphmjclejldaaiffofobmAny comments and suggestions are welcome!
  20. Is there any way to implement ads on Chrome Web Store? Anybody tried? I'm not asking about in-app purchases, I know it's working, just can't find anything about ads in official documentation for Chrome Web Store.
  21. Hey guys, Anyone knows App Links on Facebook is working with HTML5 games? In official Facebook documentation I found solution only for native apps. Ref: https://developers.facebook.com/docs/applinks
  22. Please close the topic, nobody helped =(
  23. Nobody? Now I see only one solution, that's add #fb_invite div in index.html, invite function inside .html and onclick call the function invite with request code. But maybe anybody know how to do it inside Phaser state? =(
  24. After many hours of looking on this forum and not only it's time to ask directly for help. So guys my problem is how to integrate game request after click on exactly button. Here is integration with Facebook via .html file and it works correctly, the problem is how to do request acction after click button. When I applied code for request in .html file it was good, the problem is, directly after login there was window to send request - I don't want like that, I want after click. <script> window.fbAsyncInit = function() { FB.init({ appId
  25. Hello,We would like to present our first, very simple game created in HTML 5, used Quintus framework.Here you have:- 7 different levels,- many different enemies,- 150 coins to collect,- and more!Game is available HERE.All tips and comments are useful.Best,Doyban PS. Quintus is old, know, right now working on Phaser game
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