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  1. sometimes tha facebook page stuck in this step and sometimes showed me that error message and i cant send my verification documents to facebook to verify my account can you help me please and thanks
  2. hello , i cant submit two games or more i should wait 7 days to submit another game . does anyone have the solution ? i heared that adding developers to your business account solve this but i tried and nothing works with me
  3. i'm a developer and i'm interested to start work on instant games, so i'd like to know if it really profitable and worth work. so please if anyone has already work on it and made an income please help me
  4. I am looking for an expert Game Maker Studio 2 developer who has experience with Facebook Instant API integration. The game has Turn based and real time multiplayer game modes that has already completed and tested. The person should have a strong understanding of Instant games and nodeJS apis with GMS2 studio. This could be long term contract working on multiple games Please reach out to me on the following contact Email: [email protected] Skype: abishek.17 Discord: abi#9208
  5. Hey, guys! Did anybody experience this problem with shareAsync? Basically, it seems like shareAsync promise resolves too early and it also depends on a platform. Here is how it looks like in my code: case SHARE_ASYNC: if (p_param) { FBInstant .shareAsync( p_param ) .then( function() { console.log( "*** FBInstant.shareAsync() ok" ); if (p_callback) p_callback( null ); }) .catch(function( p_err ) { console.log( "*** FBInstant.shareAsync() failed: " ); console.log( p_err ); if (p_callback) p_callback( p_err ); }) } else { console.log( "***UPDATE_ASYNC: invalid parameter" ); } break; So, on: 1 On mobile I get *** FBInstant.shareAsync() ok whenever I tap on empty part of the screen in order to close native sharing dialog. 2 On PC I get *** FBInstant.shareAsync() ok whenever I click on Share button while native Fb dialog is being opened. Along with that, Fb throws some POST exceptions (screenshot is attached) I feel like instead, regardless of two cases, I should get *** FBInstant.shareAsync() ok whenever a user clicks Share button (in native window) and *** FBInstant.shareAsync() failed whenever he closes the native dialog. And, of course, no exceptions Any feedback is appreciated!
  6. Hi, I have noticed that there is a difference in displaying .glb files between desktop and mobiles e.g. on Facebook. The files exported from babylonjs.serializers using GLTF2Export.GLBAsync() or 3DS max + Babylon JS plugin has strange reflection despite of specular=0, roughness=1, metallic=0 etc. I have tried many combination with Std and PBR materials and I always have this strange reflection on mobiles. I decided to try Modo and the effect is much better. So probably you have a bug in babylonjs.serializers and 3DS max plugin. I have noticed that in attached file called "babylonJS.glb" which was exported from 3DS max "roughnessFactor" is 0.9 and should be 1.0 if I use standard material with specular = 0. GLB files: babylonJS.glb Modo.glb Screenshot from the smartphone (Android/iOS, the effect is the same), 3DS max + Babylon JS plugin and the same effect after using babylonjs.serializers.js GLTF2Export.GLBAsync() method: Screenshot from the smartphone when Modo was used (on smartphone the box is totally black - so the effect is actually perfect). And the effect which we can see on the desktop web browser (as you can see the file exported from Babylon JS is not totally black, but it should be. However the worst thing is this reflection on mobiles):
  7. So, in order to improve the quality of games, Facebook has created a bureaucratic barrier, instead of improving moderation. Now I am finishing the development of a multiplayer game. I have no company, I am an independent developer. Does it make sense to publish the game, without business verification? Or will it all be wasted? It is strange that Facebook writes about verification and individual business, but only has a business that is individual in the process. Why not do business and individual verification at the same time? Considering all this, we can say that Facebook is not an open platform and the fact that it constantly puts obstacles, so you should not regard this as a new full-fledged platform on which you can build a business. Very unstable.
  8. We’re looking for JavaScript experts in gaming to work in any of our locations, like Tokyo or Mountain View. Game Closure is building technology to author and distribute HTML5 games on messenger platforms. Feel free to send me an email at [email protected] to learn more! www.gameclosure.com
  9. Hi There! I wanted to ask you if someone knows how to publish a HTML5 game on Facebook, as developer do we need any documentation for it? I've this information https://developers.facebook.com/ already, it would be great to connect with someone that has experience on it! Thank you so much
  10. I've spend the last 3 months working on Facebook Messenger games. It's potentially a big market, but Facebook need to make lots of changes to catch up with apps on IOS and Android. For web developers (as opposed to app developers) Facebook instant games is very different and requires a lot additional work plus paying the Apple Developer Fee. And then there's a review process. I've written an article on Linkedin that discusses a lot of issues. https://www.linkedin.com/pulse/working-facebook-messenger-instant-games-conor-o-nolan/ Comments and feedback welcome.
  11. FB allows us make test apps, effectively as sub-apps while our production app is in review or already launched. Is there any way to copy an apps settings in their entirety. Problem with test apps is you have to go through adding products again, and no doubt a whole load of other stuff.
  12. Hi there. Does anyone had a pleasure to build a Facebook Instant Game? I've spent two days trying to scale my Phaser game in the Facebook for Android. Currently scaling works nicely on desktop, in a responsive viewport of the dev console, in the mobile Chrome -- namely everywhere, except the Facebook app. Seems like it just ignores my settings, sprites are displayed at full width, despite the canvas (and game) dimensions are correct. Here are my init and boot scripts, the scaling logic is copypasted from a random gist: // init code FBInstant.initializeAsync().then(function() { FBInstant.setLoadingProgress(50); FBInstant.setLoadingProgress(100); FBInstant.startGameAsync().then(function() { /** Config part */ var FIXED_SIZE = 720; var FIXED_MEASURE = 'Width'; /** Name mapping */ var fixedName = FIXED_MEASURE; var resName = fixedName === 'Height' ? 'Width' : 'Height'; var FIXED_NAME = fixedName.toUpperCase(); var RES_NAME = resName.toUpperCase(); /** Measures of document */ var documentElement = document.documentElement; var documentFixed = window['inner' + fixedName]; var documentRes = window['inner' + resName]; var ratio = documentRes / documentFixed; /** Canvas measures */ var canvasFixed = FIXED_SIZE; var canvasRes = FIXED_SIZE * ratio; var screen = {}; screen['CANVAS_' + FIXED_NAME] = canvasFixed; screen['CANVAS_' + RES_NAME] = canvasRes; console.log(screen.CANVAS_WIDTH); console.log(screen.CANVAS_HEIGHT); game = new Phaser.Game(screen.CANVAS_WIDTH, screen.CANVAS_HEIGHT, Phaser.CANVAS); game.state.add('Boot', Boot); game.state.add('Preload', Preload); game.state.add('GameTitle', GameTitle); game.state.add('Main', Main); game.state.add('GameOver', GameOver); //Start the first state game.state.start('Boot'); }); }); // boot code var Boot = function(game) {}; Boot.prototype = { preload: function() { }, create: function() { this.scale.scaleMode = Phaser.ScaleManager.EXACT_FIT; this.scale.pageAlignHorizontally = true; this.scale.pageAlignVertically = true; this.game.scale.refresh(); this.game.state.start("Preload"); } } Would appreciate any help!
  13. Hi all, I'd like to upload my game Instant Games, however I've been having a hard time applying Facebook's code to Phaser; I end up with a black every time. Let's say I have the following code: var game = new Phaser.Game(500, 500, Phaser.AUTO, null, {preload: preload, create: create, update: update}); var sprite; function preload(){ game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.load.image('sprite', 'img/character.png'); } function create(){ game.add.sprite(0,0,'sprite'); } function update(){ } How should I modify it to make it compatible with Instant Games? I'd really appreciate it if anyone can help me with this as I'm new to Phaser.
  14. Hi, I am trying to use a FB Share Dialog in my Phaser 3 game, but i assume since the pointerdown does not just get called directly on mouse click, the Dialog gets blocked by the browser: let someButton= this.add.sprite(200, 500, 'someButton', 0).setInteractive(); buttonLeaderboard.on('pointerdown', () => { FB.ui({ method: 'share', href: 'https://mydomain.com' }); }, this); Does anyone have a solution for this, or for popups in general? Opening a new window would also be fine (using sharer.php instead), but that one gets blocked too: window.open(url, windowName, [windowFeatures])
  15. As the opportunity to submit an HTML5 game to instant games is open now, I want to convert some of my most interesting HTML5 games to be played in messener. Facebook published a very good sample, I wonder, is there Phaser 3 or Phaser 2 specific instant game sample?
  16. Does anyone know if there is a loader for .GLB files? I know there is one for .gltf Facebook is allowing posting of 3D models but they must be in .GLB format. You can see one of my posts here with my 3D scan I just thought it'd be cool to have a local viewer that I can create with BabylonJS to preview the .GLB files before uploading to Facebook.
  17. Hi, this is my first HTML5 game using Phaser, I found this gem https://github.com/BonbonLemon/basketball because I have a project to create a basketball game and it is very similar from what I needed. My concern is how can I remove the frame drop. Because every time I play the frame drops ridiculously. Both in Desktop Chrome and Smartphone Chrome. All the assets are in low resolution. I can't find a fix why this happens. I hope someone can help me. Thanks!
  18. I'm looking for an html5 developer to use my assets in a new game. The game was on iOS for a while, but I'd like to make it for html5 and eventually, Facebook. https://developers.facebook.com/blog/post/2016/11/30/instant-games-closed-beta/ I have all the assets, including visual and audio. We would just have to decide on game mechanics. Here is a video of what the game looked like on iOS: This isn't a paid job, but I'm sure we can figure out a way to split any revenue earned.
  19. I'm looking for an html5 developer to use my assets in a new game. The game was on iOS for a while, but I'd like to make it for html5 and eventually, Facebook. https://developers.facebook.com/blog/post/2016/11/30/instant-games-closed-beta/ I have all the assets, including visual and audio. We would just have to decide on game mechanics. Here is a video of what the game looked like on iOS: This isn't a paid job, but I'm sure we can figure out a way to split any revenue earned.
  20. 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!
  21. Hi, I am developing a game in phaser but I am newbie yet. I want to create a login/signup/fb form in the main screen of the game. I did a html form in the index.html of phaser, but I have some doubts. How could I achieve the communication between the html and the scenes of phaser? I created global variables, but I think that is not a good practice. Are there any options to use a state from html like MyGame.MainPage.startGame()? This is the js script of the index, the function is associated to login button: function login(){ user = check_user_in_db(); if(user){ //If the login is correct variable.startGame(); } } This is the MainPage scene of Phaser: /*********************NAMESPACE********************/ var MyGame = MyGame || {}; /**************************************************/ /******************INIT APP SCENE******************/ MyGame.MainPage = function(game) { variable = this; }; MyGame.MainPage.prototype = { init: function() { }, // init preload: function() { //load Sprites }, //preload create: function() { //create Buttons }, // create shutdown: function() { }, // shutdown startGame: function(){ this.state.start("Menu", true, false); } };
  22. Hi! today app center(facebook) submit my Game. Made with Phaser, You can Play Game now
  23. At PlayCanvas we've just launched our latest game. It's an Instant Game on Facebook Messenger called Master Archer. It's a simple idea, fire your bow and hit the fruit, but don't hit the boy! The game was made in-house at PlayCanvas and we used the Spine Plugin to do the animation. The game is designed for mobile (playable in Messenger and your Facebook news feed) but it works great on desktop too. Challenge your mates in Messenger now or you can try it from the Facebook page. Or if you're not a Facebook user try it on our site.
  24. I have searched everywhere and I can't find an answer to this. I'm trying to find out how you get content with a webGL canvas embedded automatically when posting up a website. An example is this link here: https://sketchfab.com/models/1913063b18df42c4acbfca7e5ecab779 If I post that up on Facebook, users can click on it and spin the 3D model around within their timeline. It was only recent that Sketchfab was able to do this so I'm not sure if its a coding trick or some kind of arrangement made with Facebook to allow it. I'd really like users to view 3D content within their Facebook timeline, without having to open up a new website tab.
  25. Hi All; I'm trying to revive an game I used to run back in 2010 on facebook, back then we used flash/AS. it's a simple dice game, would like to start with single player, but might want to add mulitplayer in the future, but that's not a priority now. I'm looking for someone who's committed as i have other web projects that might require attention, please mail me at tamerokail -at-gmail with some example work and hourly rate. thank you!
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