Post 12: Plugin-Free Mobile Facebook

Post 12: Plugin-Free Mobile Facebook

At this stage we are only using the Facebook plugins (the official one + Cranberrygames) for four things:

  1. Checking a users current Facebook login status
  2. Logging in to Facebook
  3. Logging out of Facebook
  4. Downloading Facebook data (name, email etc.)

In this tutorial I'll go through how to handle the first three of these actions using JavaScript.

Post 10: Facebook sharing

Post 10: Facebook sharing

Lets add Facebook sharing capacity to our little game. Both the native Facebook plugin and Cranberrygames plugin have a sharing actions but both of them are buggy and neither will work well on mobile devices. Instead, we will use Construct 2's browser object and a little bit of JavaScript magic to produce a great looking sharing function...

Post 8: Facebook and Construct 2

Post 8: Facebook and Construct 2

Despite what the Scirra webpage says, Construct 2 is NOT compatible with Facebook (at least not without extensive programming skills or a hell of a lot of work on your side). The good news is that it can be done. My journey towards Facebook compatibility has lasted over a year and I have tried countless different methods. In mid-2016 I finally found a method that both works well, looks good and has lots of functionality...

Post 5: Configuring Intel XDK and building your app files

Post 5: Configuring Intel XDK and building your app files

In this post I’ll be talking about how to configure your games in Intel XDK and build the files you'll need to upload to Google Play and iTunes Connect. We’ll need the licenses we generated in Post 4 so make sure you read that before you start this tutorial. Lets start by configuring our game properly in Intel XDK...

Post 4: How to set up your Developer accounts for publishing

Post 4: How to set up your Developer accounts for publishing

In order to distribute your game to friends and family for alpha and beta testing you’ll need to set up developer accounts with Apple and Google. Both of these will charge you a yearly fee so don’t set them up before you are ready to distribute your game for external testing.

Lets step through each platform separately...

Post 1: Why I'm writing this blog

Post 1: Why I'm writing this blog

Like most geeks and nerds, I have always had a dream of making my own video game. I would imagine in great detail the intricate storylines and clever mechanics my games would include. I would visualize them in my head while riding the bus, before going to sleep and while sitting on the toilet. It was a beautiful dream, but for the first 27 years of my life, that was all it was – a dream...