Official FGL Construct 2 Plugin

87 posts (showing 1-20)
FGL_Luke

FGL AdminCommunity Level 2
100 posts

* Please note that this plugin is not currently available for new games. We will revisit this project if/when html5 interest increases again!

Today we have released an official plugin for Construct 2. The plugin greatly simplifies the implementation of the FGL SDK into your Construct 2 games, and it offers all of the features of the Javascript SDK.

You can download it now from our HTML5 opportunities page:

https://www.fgl.com/other/html5opportunities/

The package includes detailed documentation and a sample .capx project to get you started.

Feedback and suggestions are welcome!

posted 2014-05-02T22:43:56-07:00 | edited 2015-09-24T18:17:14-07:00
renfd

Market Level 1Community Level 2
75 posts

This is great! Finally I will be able to send up to 10 of my games :)

posted 2014-05-03T20:02:30-07:00
gintasdx

Market Level 1Community Level 1
28 posts

Everything works great except the ads. I am getting this error in provided example. After including c2-testing-fgl.js in index.html the test ads are working fine.

Javascript error!
TypeError: self.ads is undefined
http://localhost:50000/fgl.js, line 193 (col undefined)

posted 2014-05-04T12:06:47-07:00
FGL_Luke

FGL AdminCommunity Level 2
100 posts

@gintasdx

Could you let me know what version of Construct 2 you're using? Once exported, the "c2-testing-fgl.js" file should actually be overridden by the "fgl.js" file.

posted 2014-05-05T09:15:54-07:00
gintasdx

Market Level 1Community Level 1
28 posts

@FGL_Luke

I am using version 168 (64-bit).

Sorry seems it was a false alert as Firefox used cached fgl.js file from my older Construct 2 games with non official FGL plugin. Everything works smooth now !

posted 2014-05-05T10:43:25-07:00 | edited 2014-05-05T10:50:11-07:00
Kyatric

Market Level 0Community Level 0
3 posts

In r168 and r169 I'm foreseeing an issue using the "On sponsor branding enabled" trigger.

As far as I was able to test/see, this trigger does not fire up and to go through the Q&A I was to use the "Sponsor branding is enabled" condition.

But using this condition means that every tick I will be reloading the branding logo.

In previews and exports, I never was able to have a displaying branding logo (placeholder) when using only the trigger.

As you can see, event 15 and 16 are redundant. Nevertheless, as far as I've been able to check it, event 15 never fired up.

Event 16 does display the placeholder, but due to the code, it will supposedly download the branding logo image every tick instead of just once on the trigger.

Am I missing something or is it an issue of your plugin ?

posted 2014-05-14T12:28:20-07:00
FGL_Dave

FGL AdminCommunity Level 4
284 posts

Hi there,

I will look into this issue as soon as possible; we are working towards an update release of the plugin and if I can reproduce the issue it should be fixed when that comes out!

For now you could add a boolean instance variable (perhaps called 'LoadBranding'), initial value 'true', to your FGLBranding object and add a condition to Event 16 that says 'is boolean instance variable set' for LoadBranding. In the actions for Event 16, add an action to change that boolean variable to 'false' - this will ensure that it only loads the Branding once for each instance if the Sponsor Branding is enabled.

Thanks!

Kyatric said:

In r168 and r169 I'm foreseeing an issue using the "On sponsor branding enabled" trigger.

As far as I was able to test/see, this trigger does not fire up and to go through the Q&A I was to use the "Sponsor branding is enabled" condition.

But using this condition means that every tick I will be reloading the branding logo.

In previews and exports, I never was able to have a displaying branding logo (placeholder) when using only the trigger.

As you can see, event 15 and 16 are redundant. Nevertheless, as far as I've been able to check it, event 15 never fired up.

Event 16 does display the placeholder, but due to the code, it will supposedly download the branding logo image every tick instead of just once on the trigger.

Am I missing something or is it an issue of your plugin ?

posted 2014-05-14T16:34:33-07:00 | edited 2014-05-14T16:40:27-07:00
renfd

Market Level 1Community Level 2
75 posts

@Kyatric

A simple way to solve this issue, is add a 'trigger once while true' condition on the line 16.

posted 2014-05-14T21:23:00-07:00
FGL_Dave

FGL AdminCommunity Level 4
284 posts

I'm not an expert with Construct 2 but my first instinct would be to avoid using that method; I think that will only trigger once per game, meaning the next time the player goes back to the menu (or wherever the branding is to be displayed) the BrandingLogo will not load (whereas the method I posted above would cause it to load once each time the branding sprite is created).

Having looked into this, the best way to handle it is to do the branding loading within a 'System' - 'On start of layout' condition; we have updated the documentation in the pending update to reflect this.

Thanks for making us aware of this, Kyatric.

On May 14, 2014, renfd said:

@Kyatric

A simple way to solve this issue, is add a 'trigger once while true' condition on the line 16.

posted 2014-05-15T11:17:25-07:00 | edited 2014-05-15T11:18:23-07:00
Kyatric

Market Level 0Community Level 0
3 posts

The "trigger once" solution should work as well indeed, as it only happens once the condition is true, but coming back to the page is a "whole new execution". It actually does pretty much the same thing as the boolean check you propose Dave.

Anyway, both solutions/workaround seems viable for now, and easy enough to implement.

I'd perhaps avoid implementing the boolean check in the "Start of layout" condition though, for a timing issue.
The "branding enabled" condition may or may not be true right on the tick of start of layout (depends on how it is implemented in your plugin). So in case the branding is considered false, and actually gets "true" a few ticks later, the logo would still not being displayed.

Thanks for the feedback.

posted 2014-05-15T13:30:10-07:00
FGL_Dave

FGL AdminCommunity Level 4
284 posts

Thanks for your response; the only experience I have with Construct 2 is through developing this plugin, so apologies if I get details like that wrong :)

With the new update we've tested things further to make sure everything works as intended (the "on sponsor branding" trigger has been removed for the next version as it has been deemed redundant and it was not firing properly before as reported).

posted 2014-05-15T14:31:46-07:00 | edited 2014-05-15T14:32:14-07:00
FGL_Dave

FGL AdminCommunity Level 4
284 posts

The FGL SDK has been updated, which means there's a new version of the Construct 2 Plugin available!

Download it here

This version looks a bunch better thanks to a major style overhaul, plus it's easier to implement (no need to mess about with the index.html file at all). It also includes bugfixes so please update if you are still implementing the SDK in your game!

May 20th 2014; Updated to version 1.4.1.

posted 2014-05-16T20:08:53-07:00 | edited 2014-05-20T10:32:56-07:00
kweiland

Market Level 1Community Level 1
38 posts

Hello Dave, it's impossible now to implement FGL ready event. "On SDK ready" is never triggered and when I change HTML file to start when SDK is ready the game doesn't want to start at all.

posted 2014-05-18T22:49:41-07:00
FGL_Dave

FGL AdminCommunity Level 4
284 posts

Hi Kweiland,

Firstly, please make sure you're using the latest version (1.4 at the time of writing); modifying the index.html is no longer necessary and neither is using the on ready event. We're going to update some things (including the sample capx project) to make this clearer. If you were testing within the online QA submission process there may have been an issue caused by something on our end which is now resolved.

We will be putting out a hotfix release to deprecate and hide the "On SDK Ready" condition as it's no longer needed. Anything that you would've done in the "On SDK Ready" condition can now be done in the layout start condition instead :)

If you have further issues please don't hesitate to post here or to send me a PM!

posted 2014-05-19T11:45:52-07:00
kweiland

Market Level 1Community Level 1
38 posts

Hey, thanks for respond. Yes, I used the newest version, but I didn't know that "ON SDK Ready" is deprecated ;)

posted 2014-05-19T21:18:29-07:00
FGL_Dave

FGL AdminCommunity Level 4
284 posts

Hello all, we've officially updated the FGL HTML5 SDK today with a hotfix release, version 1.4.1.

Get it here!

This version is mainly to do with the 'on ready' stuff that is no longer required; on the Construct 2 Plugin side the 'On SDK Ready' condition is now fully deprecated and hidden and the CAPX sample project has been updated.

The version number for the Construct 2 Plugin has also been updated to 1.4.1 to keep parity with the HTML5 SDK version in future releases. This is not a major update (despite the version number jump) and will be fully backwards compatible with previous versions.

Thanks!

posted 2014-05-20T10:32:21-07:00 | edited 2014-05-20T10:36:02-07:00
devinb

Market Level 0Community Level 0
8 posts

Amazing job on the plugin. Really couldn't be any easier to use!

That being said, the FGL options screen that loads before my game seems to break on mobile (chrome on both android and iOS) most of the time. When I am able to get the button to work and move past it, the ads or other popups break it just the same. Basically it just won't respond to any touches so I get stuck.

Anyone else having this same issue? It works fine on desktop.

Unlisted url to my game at the moment: http://microwebdiner.com/xenocide/ so you can see what I mean.

Thanks!

posted 2014-05-25T00:43:14-07:00
FGL_Dave

FGL AdminCommunity Level 4
284 posts

Hi devinb,

We've actually got a big update going through the pipes that fixes many issues in version 1.4.1, especially touch issues on various mobile devices. We spent a lot of time last week going through with a fine-toothed comb and fixing as much as we could find - I'll be posting here when the update goes up (I'm hoping it'll be Tuesday or so!).

You won't need to change anything in your game, it'll just be a case of dragging in the new version of the plugin :)

posted 2014-05-25T09:29:11-07:00 | edited 2014-05-25T09:31:54-07:00
devinb

Market Level 0Community Level 0
8 posts

Do you think the plugin update might be ready today? It's holding up some of my mobile testing on that Xenocide game. Hard for me to polish performance till I can run it ;)

Hopefully it will be addressed in the update but I'm also having issues with FGL blocking me restarting my layout, I get some "Next" related error from FGL.

Keep up the good work. It's an awesome plugin.

posted 2014-05-27T21:00:29-07:00
FGL_Aaron

FGL AdminCommunity Level 7
1060 posts

We're expecting v1.5 to go live in the next 48 hours, just keep an eye on this thread or click "Email Follow-Ups" to be notified right away!

posted 2014-05-27T21:09:16-07:00 | edited 2014-06-03T13:54:09-07:00