!! Ojya Leaderboard Facebook Extension !! V13a - Facebook API 13 - RELEASED -

1MrPaul1

  • *
  • Posts: 1285
As I said I found how to  add hash keys, but still don't found how to add new graph object.
On your help and your video you have a button that  creat it, I don't have this buton,
look on the screenshot of my facebook console

andyvene

  • *
  • Posts: 135
As  you can read on the site  using the Facebook  API 2.8 and above, all Custom open graph objects are depreciated.

Facebook stuff developer decisions ...........
You have to make a Facebook developer test app New ... so with API 2.9. 

You have to provide only the 3 variables from your Facebook developer app account.:
Facebook App_id ,   display name  and a  Facebook page_id.

Please visit OjyaGames site section : 'Facebook Part'
With red letters is mentioned that, "Depreciated for API 2.8".
So, NOTHING CUSTOM OPENGRAPH OBJECTS and Actions. This is past now ...from 2 months.

With those 3 variables .... all OjyaLeaderboard is operational.

The leaderboard uses the default Facebook opengraph actions and objects , for all the needs like scores , post to timeline and post action type stories, like game.celebrate.
So an instance of the default open graph objects are generated on run time.
So , less work for you for setting the game  ....

NOTE: for all users. Use the latest Ojyaleaderboard version 7a , as API2.9 has even more depreciated things to API 2.8

facebook links:
https://developers.facebook.com/docs/sharing/opengraph/custom-open-graph-deprecation

« Last Edit: May 28, 2017, 04:14:29 pm by andyvene »

1MrPaul1

  • *
  • Posts: 1285
Thank for explanation, there is so many information that it is very easy to lost.

andyvene

  • *
  • Posts: 135
Yes. Take you time to make tests also using the Facebook graph API explorer. 
Once you will setup the OjyaLeaderboard once and understood how Facebook works , next time you will setup a complete new app test with test users in just 20 min.

andyvene

  • *
  • Posts: 135
Ojya Leaderboard version 7
Unicode support, Facebook API 2.9

Our Updates

Ojya Leaderboard in these 2 years has been always operational and brought with continuous updates to a level that the Facebook extension is error-free and the game developed for every play situation.
Extensive testing of the leaderboard-game has been done considering every aspect.

The Facebook updates comes from API 2.2 and goes up to the recent API 2.9.
Also OjyaLeaderboard started with the Facebook series SDK3.x  and now is fully implemented with the series SDK4.x , for Android and iOS.



Ojya Leaderboard is developed for Stencyl and Unity3D.
Visit our site Ojya Leaderboard for the new features of version 7a

« Last Edit: May 25, 2017, 02:02:51 pm by andyvene »

1MrPaul1

  • *
  • Posts: 1285
Hi, can I just  post a screensho of my game ?

andyvene

  • *
  • Posts: 135
Hello  Paul,
yes and it is very simple:
1. For the block 'OjyaLB PostChallenge' select the 'screenshot' in the  field-dropdown menu selectImage.

2. For the games.celebrate open graph post block. "OjyaLB OpengraphPost" ,  just set the image attribute  '_challengebackImg' equal to stencyl block 'current screen as image' .  see photo attachment.

NOTE: both blocks are used inside the scene behavior 'OjyaLeaderboard" inside the trigger 'postchallenge'

1MrPaul1

  • *
  • Posts: 1285
Ok, but if I want to post it with the back link to the game and some text?

1MrPaul1

  • *
  • Posts: 1285
Other issue, I can' compile to flash with this extension,  errors say that cannot write large file code2000.svg
I need to compile to flash  sometimes, to check errors in  console
But most worst it shows other issue, your extension  increase the game  on  more than 20MB, this is 200% of my game....
How  to resolve, do we need this code2000.svg?
this is just abc in svg, I resaved it and this file takes  just 1 kb.
so, why it is takes 40mb in your extension? some hidden code?
the same with other files in the folder.
one simple TT font takes 8mb.... why? I never saw font bigger than 1mb
and there is also few files  by 8 and 3mb.
Is it some mistake or it is right behavior? overall all 4 file code200 takes 60mb, is it right?

« Last Edit: May 29, 2017, 08:28:36 pm by 1MrPaul1 »

andyvene

  • *
  • Posts: 135
This is a Facebook mobile extension.
All the code is written for mobile. Flash will not work with facebook.
As part of the font  code2000, this is the font that supports all the foreign languages.  It is normal that it is big, 8MB.
This is a font used by many game developers for multi language social media api , if the game engine not supports in depth font native mobile management.
You can put another font multi language if you find , 2-4 MB , they are still large although , but they not support all the languages.
The other font files can be cleaned.  But I will tell you which ones.

Facebook SDK4 is large for iOS. Instead SDK3 was small, only 25MB compiled.
I don't guarantee if i can slim  down the Facebook iOS SDK4 code. But i can try.

But using Facebook for both iOS and Android you won't get down less then 40 MB. It is impossible.
Example.:CandyCrash Saga is 240MB for IOS(a game with no heavy graphics) . From those,  70-90 MB is only Facebook code.

« Last Edit: May 30, 2017, 04:22:15 am by andyvene »

1MrPaul1

  • *
  • Posts: 1285
yes,  I understand, facebook SDK can increase the size, I'm  just about those files. May be we can decrease it
My  game isn't so  cool  as popular as candy  crash hehe, and I just need to post a screenshot actually, so for me the size is  important.
thanks

andyvene

  • *
  • Posts: 135
After the request of Paul, i slimed down the iOS Facebook SDK4 to the half.
The compiled Facebook files had also the code for the iOS simulator , which is a different code of that in a real iOS device.
Instead for Android is the same. (the same APK will run on both device and emulator. For iOS is different ).

On next update i will provide 3 iOS Facebook compiled folders one for a real device , one for the simulator and one with both.
So the developer can use which folder ndll wants during the development- that with both is the better.
In the phase of distribution one can have only that for real devices and not for the simulator.


« Last Edit: May 30, 2017, 02:36:43 pm by andyvene »

squeeb

  • Posts: 1617
Wow! keep up the good work!  we appreciate the updates.. ill be getting this extension when my game nears completion next month

1MrPaul1

  • *
  • Posts: 1285
Yes, cool tht it is updating,
but I still need simple instructions how to post screenshots with link.
In current sample game everything  is really too complex

andyvene

  • *
  • Posts: 135
I am updating the PDF and also the site for instructions of how to use some blocks , also the screenshot.

« Last Edit: June 02, 2017, 05:50:44 am by andyvene »