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AppGameKit Classic Chat / iOS Facebook issue - PostToMyWall

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JohnnyMeek
11
Years of Service
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 2nd Nov 2013 16:22
I'm having problems getting this to work.

Every thing is working fine in my Android builds.

When I try to use the function to post to my wall, the app logs in but doesn't create the post and sticks on a blank screen. hitting cancel takes me to facebook.

I deleted the facebook directory on the mac and unzipped the folder again in case it was something to do with that. I noticed that Ancient lady has made a few comments about not letting Xcode 5 update the facebook SDK. I didn't notice this request at any point from Xcode, so I'm wondering if I missed it somehow and it did update it.

Is there something simple I've missed in the Xcode setup for facebook that I need to do?
xGEKKOx
AGK Master
15
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Joined: 7th Dec 2008
Location: Italy
Posted: 3rd Nov 2013 00:11 Edited at: 3rd Nov 2013 00:11
On iOS all changed.
The AppGameKit Facebook don't work very well.
I suggest to develop your personal interface for facebook, or try to look at one of my tutorial.

Long life to Steve!
JohnnyMeek
11
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 3rd Nov 2013 11:01
Could we get some official notification about this from TGC?

It would be good not to waste any more time on this if it isn't currently working.
xGEKKOx
AGK Master
15
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Joined: 7th Dec 2008
Location: Italy
Posted: 3rd Nov 2013 16:53
Well i always suggested to remove EXTRA from AppGameKit as they change too many times to get always updated and working.
if you are using Tier 2 don't wait TGC, they are working on V2 and i see they don't answer too much on the forum.

Long life to Steve!
Naphier
14
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 3rd Nov 2013 17:28
Sure hope they get this fixed!!

Ancient Lady
Valued Member
20
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 3rd Nov 2013 19:04
JohnyMeek, I initially had issues with FacebookPostOnMyWall but now it works just right.

I am assuming that you already have a developer's account set up with Facebook and that your app is properly set up with them and that you have a Facebook App ID for your app.

Did you put the Facebook App ID in your Xcode project?

Are you using Xcode 4 or Xcode 5? That makes a difference. It is the updated Xcode 5 that asks to update the Facebook SDK.

In Xcode 5, you enter the Facebook App ID into the FacebookAppID entry under Info when your app Target has focus. I don't remember which page it is on in Xcode 4.

Can you show the code you are using to login and do the FacebookPostOnMyWall command?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
xCept
21
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Joined: 15th Dec 2002
Location:
Posted: 3rd Nov 2013 19:36 Edited at: 3rd Nov 2013 19:36
I think that the social networking features of AppGameKit should be heavily revamped in V2. With iOS especially, both Twitter and Facebook are now integrated into the operating system itself so it makes since to take advantage of that capability than going the current and now pretty obsolete path AppGameKit takes.
JohnnyMeek
11
Years of Service
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Joined: 23rd Apr 2013
Location: Slovenia
Posted: 4th Nov 2013 08:08
I'm using Xcode 5, though I don't recall ever being asked to update Facebook.

I have the facebook app ID entered already in Xcode.

I tried this on an iOS 5 machine and iOS 7, and both gave the same result. I also tried adding twitter messaging yesterday and got a similar result.

I've since removed the social networking from my game, even though it was working on Android.

I'll post my code later to see if you can spot anything.
Ancient Lady
Valued Member
20
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 4th Nov 2013 15:06
Did you put the Facebook App ID in the right place in your Xcode project? Without that value, it just won't work.

The symptoms you describe are the exact ones I had. And it came down to a missing character in the Facebook App ID I put in the project.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
14
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 4th Nov 2013 19:16
I'm a little confused. AL seems to have this working, but Gekko says that we'll get rejected from trhe App Store. Is it that we will get rejected if there is a failed login to Facebook?
I'll be a bit ticked if I get rejected from the App Store just because we're using an older Facebook SDK.

Ancient Lady
Valued Member
20
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 4th Nov 2013 20:06
xGEKKOx had issues with Apple because of some of the bits that are in the full AppGameKit project. I think they didn't like that the project had some SDKs included but didn't actually use them. At least, that is how I remember the threads about it. Please correct any mistakes I have about this, xGEKKOx.

I know others have been successfully publishing with Apple. But it might come down to the reviewer who looks at your app.

One thing that was stated by others is that, if you include any Facebook commands at all, you must have a Facebook login/logout button somewhere in the app. I am opting to put it in the Options page.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
14
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 4th Nov 2013 20:21
Thanks, AL. On that note, when you go to have your app get approval by FB to get it out of sandbox they do not try very hard to find that FB button. So if it is not up front, they might reject you. Though I can't reliably confirm this. I had a FB login in dFenz for simply sharing the game, but it wasn't on the front page and they rejected me. There is no way to communicate with them so it is difficult. Hopefully you have a better experience.

Ancient Lady
Valued Member
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 4th Nov 2013 20:38
That was the story I was thinking about. I thought it was Apple that rejected it.

Almost all of the Android apps I've tried that had Facebook integration have the login button somewhere other than on the main menu. A big example of that is Candy Crush (and all the other apps the same company puts out).

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
14
Years of Service
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 4th Nov 2013 20:43
Ya it could have been my app submission to FB, it was all a bit confusing. Maybe this time around I'll get it right!

xGEKKOx
AGK Master
15
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Joined: 7th Dec 2008
Location: Italy
Posted: 5th Nov 2013 03:58
Yes right, it depend on the reviewer.
The first time i included the bad Facbook.sdk the reviewer didn't see it so all gone fine.
The next reviewer seen it, and threw me in a black circle where i found the light after 1 month.

Anyway, Apple usually don't accept 3rd part code that isn't used, as they recognize it as malware.
As i upload much apps in a month, i can say that is all about luck!!!

Finally if something goes wrong on facebook, DON'T SHOW THE ERROR!!!
If your login sequence don't work while the review, better you don't show the error:
"Login failed, try again later"... don't do this.
Show nothing is better, so the reviewer will not reject it.

Anyway, to be always updated on what Apple want, better you use what they ask. OBJ C.
Cause if they change 1 day before you submit, you will never know it.

Now we have iOS 6 and iOS 7 compatibility, but in some months Apple will force iOS 7 so, don't base yourself on AppGameKit Extras or you'll get crazy trying to solve things that they will never explain to you after rejection, as the only way to know is the rejection itself. So 7 days of losing time!!!!!



Long life to Steve!

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