Can't get OpenFeint working on iOS device, build 268

I’m using the line:

[lua]openfeint = require(“openfeint”)[/lua]

Followed by:

[lua]if (openfeint) then
openfeint.init( “product”, “secret”, “gamename” )
end[/lua]

And yes, using my real codes.

But when I build for iPhone it simply never loads. The screen goes black. If I comment out the first line it’s fine.

Any ideas anyone?

Thanks,

Matt. [import]uid: 8271 topic_id: 6049 reply_id: 306049[/import]

My apologies - if I comment out the second openfeint call, it never seems to complete loading.

I had assumed the first line was the problem as that was the only line I had commented out. [import]uid: 8271 topic_id: 6049 reply_id: 20712[/import]

My apologies again. It seems I can’t find the docs which say the FOURTH parameter to the openfeint.init() call has to be the OpenFeint Client Application ID.

For reference, all the required fields can be found on the OpenFeint.com Application Information page for your app, if you’ve signed up to OF.

Matt. [import]uid: 8271 topic_id: 6049 reply_id: 20713[/import]

Um, well, it seems my original issue is still there. I’ve copied the portrait demo direct into my code using my own parameters and still nothing. Is there a quirk I’m unaware of? Anything that makes you think, “Oh, I need to remember that!” ?

M [import]uid: 8271 topic_id: 6049 reply_id: 20955[/import]

Well, I feel stupid.

Turns out the problem was simply to have the require openfeint=(“openfeint”) as the first line in the file.

I think I remember reading that somewhere…

m [import]uid: 8271 topic_id: 6049 reply_id: 20976[/import]