facebook connect
by Eyal Erez · in iTorque 2D · 08/26/2009 (3:30 pm) · 17 replies
Did anyone try integrating facebook connect into their game?
http://developers.facebook.com/connect_iphone.php
http://developers.facebook.com/connect_iphone.php
#2
www.garagegames.com/community/forums/viewthread/104583
11/02/2009 (12:01 pm)
I gave up on that idea and implemented open feint instead. it was much easier.www.garagegames.com/community/forums/viewthread/104583
#3
05/03/2010 (6:54 am)
@Robert I am working through this problem as well and would appreciate any information you could share.
#4
05/04/2010 (8:35 am)
I implemented this last week, can you explain a little more what problem you have encountered?
#5
is it possible to make a Facebook plug in, or Twitter, (as in tweet or paste your score to your Facebook wall) an out of the box feature?
09/03/2011 (7:03 am)
@Craig, is it possible to make a Facebook plug in, or Twitter, (as in tweet or paste your score to your Facebook wall) an out of the box feature?
#6
09/03/2011 (7:37 am)
@rennie I haven't a clue what you mean?
#7
No?
09/04/2011 (10:50 am)
You say you implemented this last week. I am figuring that you meant, you have installed a Facebook connection to your game.No?
#8
Your question still confuses me however. Can someone else chime in here as I'm a little baffled by out of the box feature?
09/04/2011 (10:58 am)
Yes that is what I did... in Spring 2010Your question still confuses me however. Can someone else chime in here as I'm a little baffled by out of the box feature?
#9
I have this *sort* of implemented by means of the OPenFeint API (other option is to use the FaceBook API).
I say *sort* of implemented because it does not actually posts anything to my Facebook page when I try it :-), but I have not had time to debug this.
Open Feint Tutorial
09/04/2011 (11:14 am)
I think Rennie (Rennie, correct me if I'm wrong) means the feature where you can post any text to your Facebook page.I have this *sort* of implemented by means of the OPenFeint API (other option is to use the FaceBook API).
function WordyButtonFaceBook::postToSocialNetwork(%this)
{
if( $platform $= "windows" )
return;
OpenFeintSubmitScore( $model.score );
OpenFeintPostToSocialNetwork( $model.score );
}I say *sort* of implemented because it does not actually posts anything to my Facebook page when I try it :-), but I have not had time to debug this.
Open Feint Tutorial
#10
09/04/2011 (1:14 pm)
Great. May look over when I get a chance. It would be great if GG made this a priority for their next update. It is such a handy, useful feature and my bet is, easy for someone who knows what they are doing.
#11
09/04/2011 (1:34 pm)
Actually Facebook connect isn't straight forward and comes with all sorts of issues, especially around session management. Also, with the OpenFeint API - you have to use the FBC library which they link with their social platform and this isn't the latest. Not as simple as it should be.
#12
Yes, I noticed that this is working very well in "Cannibal Cookout" (I just posted in my facebook page; note: the link points to another game however).
Did you use the Facebook or OpenFeint SDK? I have exactly the same type of menu with 3 buttons in my app: Game Center, OpenFeint and Facebook. I was hoping to avoid installing one more SDK :-)
"Cannibal Cookout" is looking good :-)
09/04/2011 (2:09 pm)
@ScottYes, I noticed that this is working very well in "Cannibal Cookout" (I just posted in my facebook page; note: the link points to another game however).
Did you use the Facebook or OpenFeint SDK? I have exactly the same type of menu with 3 buttons in my app: Game Center, OpenFeint and Facebook. I was hoping to avoid installing one more SDK :-)
"Cannibal Cookout" is looking good :-)
#13
We use a modified OpenFeint SDK version - I'm happy to share with the community once we got all the bugs straightened out.
Do you use FBC for games ? It seems to be a love/hate feature amongst the testers.
Are you still installing the updates? We're working hard to address yours and Rennie's comments on playability - we got a bunch of new stuff coming the next week or so, we also adjusted the difficulty ramp somewhat.
09/04/2011 (2:37 pm)
Hi Pedro, yes, the link will be updated once we are about to go live.We use a modified OpenFeint SDK version - I'm happy to share with the community once we got all the bugs straightened out.
Do you use FBC for games ? It seems to be a love/hate feature amongst the testers.
Are you still installing the updates? We're working hard to address yours and Rennie's comments on playability - we got a bunch of new stuff coming the next week or so, we also adjusted the difficulty ramp somewhat.
#14
On that note tho, without having looked into it, how do you after a certain point in your game, create the Apple popUp window, asking the user to rate the game?
09/04/2011 (5:01 pm)
Quote:Actually Facebook connect isn't straight forward and comes with all sorts of issues, especially around session management. Also, with the OpenFeint API - you have to use the FBC library which they link with their social platform and this isn't the latest. Not as simple as it should be.exactly. so @Craig, by out the box I mean, if standard, with iTorque, came a clear tutorial, code given, that when you plug it into any old function, that whatever message you want is posted to Facebook or Twitter. Its not a huge thing, but it is at the same time. If staff could pop that up, it would be handy.
On that note tho, without having looked into it, how do you after a certain point in your game, create the Apple popUp window, asking the user to rate the game?
#16
I have not tried the Facebook SDK yet, it's on my list of things to do...it seems that it has more features than the OpenFeint version.
developers.facebook.com/docs/guides/mobile/
I am installing "Cannibal" updates, I'll send feedback in TestFlight.
09/05/2011 (2:58 pm)
Hi ScottI have not tried the Facebook SDK yet, it's on my list of things to do...it seems that it has more features than the OpenFeint version.
developers.facebook.com/docs/guides/mobile/
I am installing "Cannibal" updates, I'll send feedback in TestFlight.
#17
support.openfeint.com/dev/readme-for-openfeint-ios-sdk-2-12-2/
some changes I had to made from the previous 2.10
in setHighScore, use onSuccessInvocation
the OpenFeintSettingDevelopmentMode must be present here
09/13/2011 (6:10 pm)
OpenFeint has a new SDK version 2.12.2; it seems that the Facebook integration has been improvedsupport.openfeint.com/dev/readme-for-openfeint-ios-sdk-2-12-2/
some changes I had to made from the previous 2.10
in setHighScore, use onSuccessInvocation
void submitOfScore(S32 score )
{
[
OFHighScoreService setHighScore:
score forLeaderboard:@"814746"
onSuccessInvocation:nil
onFailureInvocation:nil
];
}the OpenFeintSettingDevelopmentMode must be present here
NSDictionary* settings = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithInt:UIInterfaceOrientationPortrait], OpenFeintSettingDashboardOrientation,
[NSNumber numberWithBool:YES], OpenFeintSettingDisableUserGeneratedContent,
#ifdef DEBUG
[NSNumber numberWithInt:OFDevelopmentMode_DEVELOPMENT], OpenFeintSettingDevelopmentMode,
#else
[NSNumber numberWithInt:OFDevelopmentMode_RELEASE], OpenFeintSettingDevelopmentMode,
#endif
nil
];
Torque Owner Robert Norris
My biggest problem at the moment, is that if a game is running, the facebook login dialog remains in the 'busy' state. If it is called directly from the gui without a game running, there is no problem.