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Found 8 results

  1. 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!
  2. 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])
  3. Is there an example of how to share like on facebook or twitter ?
  4. I have an button in my game where I am popping a Facebook share window using Facebook SDK for JavaScript. When I interact with the popup and close it, the entire game show's a hand cursor and behaves as if it is the button. Anywhere I click on the screen will launch the popup again. I found that I can stop this behavior by adding the code at the bottom of this function, but then I have to click on the game to regain its focus before I can click on another button. Anyone have any ideas on how to deal with this? shareThis.inputEnabled = true;shareThis.input.useHandCursor = true;shareThis.events.onInputDown.add(function () { share(shareTitles[level - 1], shareMessages[level - 1], shareImgPath + 'icon_level' + level + '.jpg'); // I can stop the whole game acting like a button thing by doing this... shareThis.inputEnabled = false; shareThis.inputEnabled = true; shareThis.input.useHandCursor = true; // ...but then I have to click on the game once to regain its focus before I can interact with it again});
  5. Howdy everyone My name is Anton Matrosov, I'm a game developer operating under recently formed Red Spark brand. I'm looking for a game designer proficient in board games to help me with creating an original, simple and engaging multiplayer board game intended to be played in mobile and desktop browsers, as well as a native mobile app. I'm more of arcade / action / adventure / war game person myself, so after a few failed attempts and boring, random and shallow prototypes of my own I've decided to outsource this part to somebody who really loves this type of games and is capable of designing something interesting on their own. Project constraints: 1v1 gameOnline multiplayer, shared screen multiplayer, singleplayer against AISmall board, preferably without scrolling / zooming - for example, simple 5x6 grid, etc.Easy to pick up gameplay, basic rules can be illustrated by a couple of doodlesBasic player actions: clicking, dragging, swipingStrategic emergent gameplay resulting from a few basic actions and rulesFun, rewarding experience for both players, room for surprises and unexpected comebacksPlayer or his tokens can progress / level up only inside particular play sessionNo physics-based gameplay of any kind (but animations are ok)Not too heavy on art, characters and animations. Keep it simple, but engaging enoughOriginal gameplay, no multiplayer 2048 and bejeweled clonesDeadlines: playable alpha approximately by February, finished game in March.Collaboration details: You pitch me a few ideas in a very basic formIf I find your idea compelling I create a basic prototype in a few days and we test it together in multiplayerIf core gameplay turns out to be boring, the prototype is tossed away and collaboration on this idea ends hereIf core gameplay seems to be promising we start collaboratingBased on further playtests you're refining gameplayBased on your refinements I'm iterating the gameYou're responsible only for gameplay mechanics and rapid playtestingI'm responsible for art, code, ui, working multiplayer, playtesting and musicThe game is intended to be sold as exclusive for one of the major html5 publishersYou receive 25% of all revenue after any fees and publisher cuts (if any)My recent project: Re:Z (available for non-exclusive licensing right now): If you're interested in collaborating on these terms, feel free to drop me a PM or email me to hello [at] redsparkzone.com! I'll probably wait at least a week before making any decisions so please welcome. Also, please do not send complex design documents - only basic rough ideas with a few typical gameplay scenarios at most. Cheers, Anton
  6. Hi, Is there a best practice to load assets used across a game? I have some assets, like buttons, used in each states of my game. I don't want to preload them for each state. Can I load them only once and reuse them?
  7. Seeking an Advanced HTML5 Game Developer willing to take OIP (Online Interactive Project) to the next level. Previously programmed in AS3 (Action Script 3.0), we want to bring our game development to tablets and mobile devices. If you are interested please follow on twitter > pjkilby NOTE: We aren't looking to transfer the earlier programming of AS3 to HTML5; we are simply looking to program our MMOCC into HTML5 rather than flash. All Aboard!
  8. Hello Everyone, The company I work for is called Qrezy, and we're looking to collaborate with a few html5 developers that are interested in spreading their games offline. We have created interactive logos and products, that will allow anyone with a smartphone to easily connect and enjoy your game. It's difficult for any mobile game to gain attention in the high saturated online world, that's why our focus is connecting the physical and digital worlds in one simple and fun process. Our goal is to make mobile entertainment quick, simple, and artistic. We are currently beta testing our new product "Qrezy Pass" and though we have worked with a lot of musicians, we would like to expand with gaming. Here is a brief video of how our technology works in regards to music: NFC Functionality Video (Front of Pass) Interactive Logo Video (Back of the Pass) If you are interested in collaborating with us or have any questions, please feel free to email us: [email protected] or contact us through our website: Qrezy.com Thank You
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