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As mentioned, the code above uses the common defaults for the options available when initializing the SDK. You can customize some of these options, if useful. Changing SDK Language In the basic setup snippet, the en_US version of the SDK is initialized, which means that all the dialogs and UI will be in US English. You can change this language by changing the js.src value in the snippet. <script> (function(d){ var js, id = 'facebook-jssdk'; if (d.getElementById(id)) {return;} js = d.createElement('script'); js.id = id; js.async = true; js.src = "//connect.facebook.net/es_LA/all.js"; d.getElementsByTagName('head')[0].appendChild(js); }(document)); </script> Disabling Login Status Check By setting status to true in the FB.init() call, the SDK will attempt to get info about the current user. Setting status to false can improve page load times, but you'll need to manually check for login status using FB.getLoginStatus. Disabling XFBML Parsing Triggering Code when the SDK loads Debugging

The Largest Network of Online Games – Mochi Media :: Fueling Creativity for Websites - Desenvolvedores do Facebook As mentioned, the code above uses the common defaults for the options available when initializing the SDK. You can customize some of these options, if useful. Changing SDK Language In the basic setup snippet, the en_US version of the SDK is initialized, which means that all the dialogs and UI will be in US English. <script> (function(d){ var js, id = 'facebook-jssdk'; if (d.getElementById(id)) {return;} js = d.createElement('script'); js.id = id; js.async = true; js.src = "//connect.facebook.net/es_LA/all.js"; d.getElementsByTagName('head')[0].appendChild(js); }(document)); </script> Disabling Login Status Check By setting status to true in the FB.init() call, the SDK will attempt to get info about the current user. Setting status to false can improve page load times, but you'll need to manually check for login status using FB.getLoginStatus. Disabling XFBML Parsing Triggering Code when the SDK loads Debugging To improve performance, the JavaScript SDK is loaded minified.

The Flash Game Business: Making A Living Online? The Flash Game Business: Making A Living Online? By Kyle Orland Making money in the video game business is usually a pretty simple proposition: you make a game; other people pay to play it. There may be some middlemen like producers and retailers in there, and the actual payment could be a purchase, subscription or rental, but when you boil it down, the pay-to-play model has defined the business of video games since the days of the arcade. But the world of free-to-play browser-based Flash and Java games has largely thrown this business arrangement on its head. Like most other producers of free web content, Flash developers are increasingly looking to ads to monetize their games. Others don't think putting a short message before a web game is a major inconvenience. MochiAds' system has a leg up on portal sites like Kongregate, Hsu claims, because their ads will stay with the game no matter how many sites it eventually ends up on.

Play Fun Free Online Games - MindJolt Cool Games on PodBuzz - Play Free Online Games for Free 35+ game portals that can give your game at least 100K views We all know when you released a game, submitting it to game portals is a very important task if you want your game to be popular. So the question is: where should I submit my game? You can find a lot of game portals lists around the web, but this one includes only portals able to give at least 100,000 views, according to MochiBot stats. Having your game on half of the portals listed here should grant you some millions visits. Don’t even bother submitting your game to portals able to give you only a few thousands visits. Just follow this list and let the game virally spread through minor portals. More than 1,000,000 views www.addictinggames.comwww.agame.comwww.mindjolt.comwww.oyunlar1.com More than 100,000 views Happy submission… (did I forget some portals?)

The Soomla Project Forest Guardians: A Developer’s Tale « Digitally Bold Forest Guardians, absolutely the most difficult game project I’ve taken on to date. That said, it’s been a fun game to develop. I really want to spend some time taking you through my thought processes for developing this game. Where it all started I knew I wanted to make a tower defense game. So my first idea didn’t have little animal guardians, instead it was all about the Fairies. It’s interesting to look at this now, it’s not even similar to what Forest Guardians has become. The second image, below, may have some similarities to the final product. Redefining the Game I can’t be as specific with dates now, because the files that make the game are precisely the same as the ones I was using less than a couple weeks ago when finishing up the game. 2010 Christmas, I decided on a whim to make GooMonsters. The editor is entirely designed in Flash. With the creation of the level editor and some animated enemies I set off to get this game running on my iPhone. Let’s look at some progression

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