This is cool addition, thanks. [import]uid: 160288 topic_id: 32733 reply_id: 133249[/import]
Very welcome, I can’t wait till we can make a game ourselves using it [import]uid: 119420 topic_id: 32733 reply_id: 133258[/import]
Just a quick note to say we’ve just added all the recent GG additions to our site, please check them out and see if anything takes your fancy - http://www.glitchgames.co.uk/code/ [import]uid: 119420 topic_id: 32733 reply_id: 133278[/import]
@GlitchGames.
NO, thank you! You did not have to share these wonderful libs but you did and I appreciate it. By the way I quickly check the GGChart lib and it is fantastic! Especially creating QR code on the fly!
The only issue (small ) so far is when using the makePost with Facebook, my app goes to the FB app for few second then goes back to my app, reset my app and then open the dialog asking for login. The bizarre thing is that it only happen once. The other time it open the dialog right from my app. Since I am hoping to send that my app Sunday I may need to use simplePost until then.
Very happy with these libs so far! Any idea on the GGStore? I am sure you guys are super busy but I would love to get some info on that lib!
Thanks.
Mo [import]uid: 100814 topic_id: 32733 reply_id: 133281[/import]
This is a very simple example of using makePost and it all works fine; if you haven’t authorised the app it will ask you to do so via Facebook, if you’ve authorised it previously but this is a fresh install then it will load Facebook briefly where it will log in and return to the app and if you’ve authorised it and this isn’t a fresh install then the Post To Wall dialog will come up:
[lua]local GGFacebook = require( “GGFacebook” )
local listener
local facebook
listener = function( event )
if event.type == “session” then
if event.phase == “login” then
facebook:makePost( “http://www.glitchgames.co.uk” )
end
end
return true
end
facebook = GGFacebook:new( “000000000000000000000”, listener, { “publish_stream” } )
facebook:login()[/lua]
GGStore is still coming, just taking some time as I want it to be good
Can anyone else think of some ideas for stuff that is fundamental to all games? [import]uid: 119420 topic_id: 32733 reply_id: 133291[/import]
Twitter and Instagram seem to work in similar ways after a quick glance at the api, perhaps GGTwitter could be used as a base for GGInstagram? [import]uid: 13560 topic_id: 32733 reply_id: 133477[/import]
Thanks! I ended up using:
–[[
local options =
{
message = “Check out this link!”,
link = “http://www.glitchgames.co.uk”,
name = “Glitch Games”
}
facebook:post( options )
–]]
I am still getting a reset (the load page shows up after the system leave the FB app and come back to my app) BUT it is working great! If I do not call facebook:logout then the app does not come back to the FB app and it looks great,
Q1: Is is necessary to logout? Security for the user?
Q2: Is it really necessary to destroy the facebook object? if yes, when would you do it? In the clean() function (director)? What happened when the users comes back to the module (or to the app), I will assume a new facebook object get created and nothing bad will happened right?
In any event, thank you for the info.
Mo [import]uid: 100814 topic_id: 32733 reply_id: 133311[/import]
GGInstagram could be fun, I’ll look into the API. [import]uid: 119420 topic_id: 32733 reply_id: 133483[/import]
-
For logging out I’d say don’t do it automatically but provide them with an option so they can choose to when they want then everyones happy.
-
I would call destroy when you have finished using it so yea if the scene is getting destroyed that should be fine. [import]uid: 119420 topic_id: 32733 reply_id: 133341[/import]
Twitter and Instagram seem to work in similar ways after a quick glance at the api, perhaps GGTwitter could be used as a base for GGInstagram? [import]uid: 13560 topic_id: 32733 reply_id: 133477[/import]
GGInstagram could be fun, I’ll look into the API. [import]uid: 119420 topic_id: 32733 reply_id: 133483[/import]
Although this probably won’t be of much interest or use to anyone here I just thought I’d mention that I have just made a version of GGData for the Love 2D engine. This is the first part of the overarching plan for all GGLibs which is to have them all working on a bunch of different 2D engines. [import]uid: 119420 topic_id: 32733 reply_id: 134019[/import]
You could GGLib-fy this, very useful to get visual aspect of available fonts on your device or system.
[code]
– listDeviceFonts.lua
– local showFonts = require(“listDeviceFonts”)
– local names = showFonts.showNames(“Arial”)
– or
– local showFonts = require(“listDeviceFonts”).showNames
– local names = showFonts(“Arial”)
local widget = require(“widget”)
local FontNames = {}
function FontNames.showNames(letterOrFamily)
local group = display.newGroup()
local fontgroup = display.newGroup()
local fonts = native.getFontNames()
local count, found_count = 0, 0
local searchString = letterOrFamily or “”
local myScrollView = widget.newScrollView{
left = 0,
top = 0,
width = 320,
height = display.contentHeight,
bgColor = {0},
hideScrollBar = false,
hideBackground = false,
friction = 0.965,
scrollWidth = 320,
scrollHeight = display.contentHeight,
}
myScrollView:setReferencePoint(display.TopLeftReferencePoint)
myScrollView.x = 0
myScrollView.y = 0
group:insert(myScrollView);
for i,fontname in ipairs(fonts) do
count = count+1
j, k = string.find(fontname, searchString)
if (j ~= nil) then
found_count = found_count + 1
print("Font name found: " … fontname)
local fontName = display.newText(fontname, 10, 45 + (found_count - 1) * 26, 0, 0, fontname, 14)
fontgroup:insert(fontName)
fontName:setTextColor(255, 255, 255)
end
end
print ("Font count: " … count)
local foundCountText = display.newText("There are " … count … " available fonts of which “… found_count …” is/starts with "…searchString, 0, 0, 300,0, fontname, 16)
foundCountText:setReferencePoint(display.TopLeftReferencePoint)
foundCountText.x = 10
foundCountText.y = 10
foundCountText:setTextColor(20, 255, 255, 255)
fontgroup:insert(foundCountText)
myScrollView:insert(fontgroup)
end
return FontNames;
[/code] [import]uid: 13560 topic_id: 32733 reply_id: 134033[/import]
Although this probably won’t be of much interest or use to anyone here I just thought I’d mention that I have just made a version of GGData for the Love 2D engine. This is the first part of the overarching plan for all GGLibs which is to have them all working on a bunch of different 2D engines. [import]uid: 119420 topic_id: 32733 reply_id: 134019[/import]
You could GGLib-fy this, very useful to get visual aspect of available fonts on your device or system.
[code]
– listDeviceFonts.lua
– local showFonts = require(“listDeviceFonts”)
– local names = showFonts.showNames(“Arial”)
– or
– local showFonts = require(“listDeviceFonts”).showNames
– local names = showFonts(“Arial”)
local widget = require(“widget”)
local FontNames = {}
function FontNames.showNames(letterOrFamily)
local group = display.newGroup()
local fontgroup = display.newGroup()
local fonts = native.getFontNames()
local count, found_count = 0, 0
local searchString = letterOrFamily or “”
local myScrollView = widget.newScrollView{
left = 0,
top = 0,
width = 320,
height = display.contentHeight,
bgColor = {0},
hideScrollBar = false,
hideBackground = false,
friction = 0.965,
scrollWidth = 320,
scrollHeight = display.contentHeight,
}
myScrollView:setReferencePoint(display.TopLeftReferencePoint)
myScrollView.x = 0
myScrollView.y = 0
group:insert(myScrollView);
for i,fontname in ipairs(fonts) do
count = count+1
j, k = string.find(fontname, searchString)
if (j ~= nil) then
found_count = found_count + 1
print("Font name found: " … fontname)
local fontName = display.newText(fontname, 10, 45 + (found_count - 1) * 26, 0, 0, fontname, 14)
fontgroup:insert(fontName)
fontName:setTextColor(255, 255, 255)
end
end
print ("Font count: " … count)
local foundCountText = display.newText("There are " … count … " available fonts of which “… found_count …” is/starts with "…searchString, 0, 0, 300,0, fontname, 16)
foundCountText:setReferencePoint(display.TopLeftReferencePoint)
foundCountText.x = 10
foundCountText.y = 10
foundCountText:setTextColor(20, 255, 255, 255)
fontgroup:insert(foundCountText)
myScrollView:insert(fontgroup)
end
return FontNames;
[/code] [import]uid: 13560 topic_id: 32733 reply_id: 134033[/import]
@GG
Now that my paid app is in review, I am thinking of adding IAP to it in sometimes soon. I was wondering if you had made any progress on the GGStore module? Obviously there is no rush but just curious in your timetable for that module.
Thanks again for a wonderful library.
Mo [import]uid: 100814 topic_id: 32733 reply_id: 134777[/import]
I think that’s the most popular one everyone is waiting for right now. [import]uid: 160288 topic_id: 32733 reply_id: 134778[/import]
Man the secret is out. I thought I was the only longing for that lib. Ha! Ha!
Mo [import]uid: 100814 topic_id: 32733 reply_id: 134779[/import]
No timeframe yet but we are working on a small app currently that will have at least 1 IAP in it so I may be able to put some more time into the lib for this app.
Also, congrats on submitting your game, it’s a great feeling! [import]uid: 119420 topic_id: 32733 reply_id: 134788[/import]
Thanks! No problem at all. Better make it great than fast! Yes it was great until I found a big bug and had to send it back for review and I am still waiting now…oh well, we ios developers live dangerous lives around Christmas time! Ah! Ah!
Good luck on the app and the library!
Mo [import]uid: 100814 topic_id: 32733 reply_id: 134925[/import]