6

There are several reasons why to use a backend. Without backend, you can't really have states in your game. That means players start all over when they refresh the web page. The facebook API stuff that you mentioned also comes from backend. You can do lots with facebook API, but it's not even pretending to cover all the cases. Facebook recommends Parse.com ...


6

There is a great presentation by Ben Cousins called Playing To Win. On slideshare (with narration) - http://www.slideshare.net/bcousins/paying-to-win It describes the case of Battlefield Heroes game which was very popular but didn't monetize well and how they redesigned the entire virtual economy ecosystem to make it better. The main changes they did were: ...


5

Token and App side So to do this you will need to get the the relevant Access Token from facebook: User Access Token if you want to post things on their behalf and access information about them. App Access Token if you want to change app settings You can read about it here but from what you have said you will probably want the User Access token. After ...


4

I think what you're asking for is "do you need a complete website with index page and links, or can you just host game.html". If I'm right the answer is: no you don't need a real website. Aslong as facebook can access the game, and it is playable you're fine. I would not recommend it though, what if a player goes straight to that link in his browser (www....


4

Sorry if it seems judgmental, but I believe you are approaching the question from the wrong angle. Somehow I feel you would end-up prisoner of something you didn't expect if you started designing your game exclusively for Facebook. I believe the ideal is to make a true game (C++, PHP or HTML5 based) which integrates with any social network. The idea is to ...


4

You can't upload a game on Facebook. You need to host the game on your own server with SSL capabilities, and then Facebook will show the game from your server to the players. You seem to be using Construct 2. There is a great tutorial for publishing a Construct 2 game on Facebook. Just follow the tutorial and you should be all set.


4

The shortest answer is "no", Facebook almost never gives away such placement for free. This is, literally, where they get all their money; Zynga (the big game developer) is the largest source of revenue Facebook has. While not universally true, a good rule of thumb is that if you see it, its for sale. The largest amount I've ever gotten free was $100 in '...


4

If you are not looking to use the SDKs you can just open a URL and the user would just have to confirm the posting. Just set a button to call the ShareToTW private const string TWITTER_ADDRESS = "http://twitter.com/intent/tweet"; private const string TWEET_LANGUAGE = "en"; public static string descriptionParam; private string appStoreLink = "http://www....


3

Last time I used the Facebook API they didn't provide any multiplayer or gameplay functionality. I'm pretty sure you have to write that yourself. You can still leverage the Facebook API to publish scores/achievements and find friends of a user. Eg. You can get the user-names, profile pictures from FB and also use the Facebook API to post something on the ...


3

There is a common design error that comes up for multi-mobile platform projects, and it's not limited to games. People who prefer iOS think that everyone, Android users included, will balk at anything except the iOS experience. So when designing the android half of a mobile app, the design includes iOS-style inputs and layouts. Likewise, Android designers ...


3

I'm a bit late to this question as I've only just started considering the same question myself. I've just launched a game on FB which we created a global leaderboard for, but it also has the option to display just the friends scores. The FB score and achievements API does look good, but I know for my own game (puzzle game) people absolutely want to see who ...


3

In simple words, it is modified url to redirect user to your app via facebook app invite. For example if you have created Android Facebook app you want to use facebook app invite through your game, then go to this url and in Modify an existing App Link URL? field enter your existing Facebook id in this format: https://fb.me/FACEBOOK_APP_ID that will provide ...


3

It is NOT play store link or your web page link. It is a link to specially setup page that must response with applink format, see an example in App invite documentation. Looks like this: <html> <head> <meta property="al:ios:url" content="couchinapp://invite_from_fb?referral=123456789" /> <meta property="al:ios:app_store_id" content=...


3

You have not included the correct namespace for FB. Write using Facebook.Unity; at top of your class. Here is the sample script for using Facebook with common features, such as posting score, with latest SDK. using Facebook.Unity; List<string> perms = new List<string> (){"public_profile", "email", "user_friends"}; void Awake () { ...


2

If you ever reconsider the closed-source approach, then I think JavaScript and WebGL are what you need. I have a few randomly picked arguments for you: JavaScript can be obfuscated to a point where it's not worth reverse-engineering, simply because it can be redone in less time. don't think your code is worth much, it's your idea that will be copied, and ...


2

Something will only get popular on Facebook if you build all the Facebook infrastructure, ie. a website with various links into the Facebook API to allow people to log in, share links, comment on it, etc. It's probably not worth the effort unless you have a specific reason to want to use the Facebook system. To have something playable on the web and also as ...


2

It might not be you. Facebook connect was down worldwide for a couple hours around the time of your post. See http://news.ycombinator.com/item?id=3866353 (or http://developers.facebook.com/bugs/367587563282522)


2

Often you can "port" a web-based application to a mobile device by just providing a mobile version of the webpage. iOS and Android both provide various mechanisms to "install" a webpage (or portable site) onto the device; iOS supports HTML5 offline storage, and Android allows you to bundle up your pages into an application bundle that is then served by a ...


2

Think of your "Facebook App" as simply a web page being embedded into a Facebook div. You still host it, just like any other page. So ask yourself these same questions, but replace "Facebook" with "Web page". Like any webpage, your page on Facebook has the potential for very little traffic, or huge amounts of traffic -- it all depends on how well it is ...


2

To share persistent state between clients (that could be multiple players, or just multiple platforms for a single player) you need data being stored on a server. Since you will need to host your game on a server anyway for a Facebook app, presumably you can also create a database of player states on that server.


2

Sure! The web has a "request fullscreen" API that you can use (be sure to read up on in the reference section below). Facebook seems to indicate this is allowed to be use, just take a look at this transcript: Now that Facebook is crippling Facebook Connect powered games as of December 5, 2012 it is imperative that the allowFullScreen attribute is ...


2

Your app icon must not overlap with content in your cover image.


2

You should see the back-end as a centralized component for storage and processing. This structural component is used for various reasons. Storage: the state of your game will be stored on the back-end. "State" refers to all parameters that need to be stored persistently. For example, you need to store the level progression of the player. You have two ...


2

Facebook Canvas app are apps that live inside the facebook eco-system. This is done by Facebook creating an iFrame to the canvas URL you supply. The authentication system is a POST variable sent one time when the "Facebook APP" is opened. Facebook Web project app are apps that access the Facebook API and do not leave in the Facebook eco-system. You would ...


2

There is actually a major bug with the latest version of Facebook SDK and the OpenSSL. Every time you click on Facebook/Settings Unity hang and becomes unresponsive. I had to download openssl-0.9.8k_X64.zip found here and the problem was solved. The proper solution was provided on SO.


2

Taken from Facebook's Payment Terms: Whenever you complete a sale on our platform, Facebook will credit the proceeds from that sale, less our service fee, to your Developer Balance. Facebook will earn a 30% service fee, plus any applicable sales tax or VAT, in connection with each Facebook Payments transaction on our platform.


2

Facebook does not provide storage for saved games. Facebook's OAuth API can be used to login with Facebook and obtain a Facebook-specific user ID (and other data like name, email, friends, etc.) but that only solves a part of the problem. Games will typically then use their own database solution (either on their own servers or a hosted cloud solution) to ...


Only top voted, non community-wiki answers of a minimum length are eligible