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This blog is created and maintained by the technical team at Hook in an effort to preserve and share the insights and experience gained during the research and testing phases of our development process. Often, much of this information is lost or hidden once a project is completed. These articles aim to revisit, expand and/or review the concepts that seem worth exploring further. The site also serves as a platform for releasing tools developed internally to help streamline ad development.


Hook is a digital production company that develops interactive content for industry leading agencies and their brands. For more information visit


Facebookery, the Flash and Facebook How-To

Posted on May 19th, 2010 by Jake



There has been quite an onset of controversy surrounding Facebook as of late. Privacy issues, security issues, leaked IM messages, chats that can be seen by people not involved in the chat, Zynga threatening to leave, and the like. Seems like just the right time to jump in head first and make some wall spamming apps don’t you think? So we figured we would sit down, see how it works, and try to come up with an easy way to allow for flash apps to talk to the all mighty Facebook API/Data… So here goes nothin’!

The theory goes like this: Lets make a loader swf that will be the communications layer. Whenever the main application needs access to facebook data, it will ask the loader to provide the data. This way the portal access can be kept isolated from the rest of the project. This is useful for when Facebook changes their API (oh and they will, without warning), or if you want to take the app to a different social portal. Now you won’t have to change much if any of the code inside of your main app. Just simply swap out the loader, on a per portal basis.

A quick but important word of warning. This project is still in the very early stages, but we thought there was enough here to be useful to people as is. So we will try to keep the code updated on this post, as we improve it.

A second word or warning. Facebook has a few ways of accessing their data, and a few ways of letting a developer build an app for their platform. This is simply one way, using the old REST api and the new GRAPH api to access the data, while the app itself is using a Facebook IFrame canvas.

While working on figuring out how to do this, we realized there isn’t much in the way of a simple tutorial to get you started with flash and facebook. So with this post we will attempt to fill that gap a bit. Hopefully this will help some people get started that may have otherwise just skipped it. This post is comprised of three sections, “The Pain”, “The Suffering”, “The Joy”. Hopefully there will be enough info in those three sections to get you up and running.

To see what we will be going on about, hit up our live example here:

And grab the source code here:

I am kind of a “Bad News First” kinda guy. So lets get the most frustrating and least interesting parts out of the way first.

The Pain
This part isn’t horribly bad by any means, but if you have never done it, it can be frustrating.. so First things first, Become a facebook developer.
To do that go here:

If you do not already have the “Developer” application installed, you will be greeted with a window that looks similar to this:
Become A Developer

Once you click “Allow”, you will be redirected to the “Facebook Developers” home page. Here at the bottom right you will see a Status section. Keep an eye on this as often as possible, because this seems to be one of the only places to get a bit of a heads up on changes and bug fixes to the api.

Above that you will see a list of your applications. At this point you may not have any, but thats about to change! :)

As a quick note, if you hop back to your facebook home, you should now see “Developer” as an application on the left in your applications list. You can click that to get to the developers homepage.

Go back to the developers homepage if you have left, and click the “Set Up New Application” button. This will start the application creation process.

Create Application

Type in the name you want to give your application, select Agree (after reading the Facebook Terms of course), and click Create Application.

This will bring you to your application settings:
Application Settings

Most of the settings in the “Basic” section are fairly self explanatory. The important parts are the Application ID, API Key, and Secret. These will be used to identify your application and authorize your application to access the user’s data.

You can also add other developers that can access this page, by Typing in a friend’s name in the Add Developers box. This will send a notification to them to join. It will show up along with the millions of Farmville requests in their profile.

Lets move to the Canvas section, where all the important stuff is.
Canvas Settings

The “Canvas Page URL” is the link that you can give out to people to play your app on facebook, it needs to be a unique name, and not contain any spaces or capital letters.

The “Canvas Callback URL” is the url to the html/php page that facebook will load into its IFrame for your app. Please note that if you are using flash, this URL must be a secure HTTPS link. This is because the file does not allow for none secure links. (this just changed recently, like last week, but its a change for the better really, just wish they would have mentioned it someplace). Please be aware that this link needs to end with a “/” or a “?”.

Yes, this means that you have to host your content yourself, facebook doesn’t host anything for you. This means you will need a public facing webserver capable of serving from HTTPS. Before you release this to the wild wild internet, you will need to purchase a proper Certificate for your domain as well, from some place like VeriSign or GoDaddy, or wherever. You can however, create a self signed certificate for testing purposes. See the “The Suffering” section for some basic instructions on how to do this.

The “Post_Authorize Redirect URL” is a link that facebook will redirect the user to, once they have authorized the application. We are going to leave it blank in our case, since we will handle the redirect ourselves.

For now, just leave the rest of the settings as they are.

Lastly go the “Advanced” section. Here you want to set your “Application Type” to “web” and set “Sandbox Mode” to “enabled”. Turning on “Sandbox Mode” will limit access to view your application to only developers assigned to the application. When you want other people to test it out, you can turn that off, so that anyone can see/use the app.

Once you are all done with your application (not just the facebook side, but the flash side as well) and you want to release it to the public, go back to the My Applications page, and click the “submit it” click at the top of the page. This will submit your application to the application directory so people can find it in the application searches.

Congratulations! You now have a registered facebook application. Next we have to build a bridge for the flash application.

The Suffering
This part doesn’t fit well into any of the sections, so we are just going to lay it out here.
As you may or may not know, your swf can’t directly access data from another domain, unless there is a crossdomain.xml file that resides in the root of that remote domain. Thankfully facebook has one of these, otherwise, we wouldn’t really be able to use flash. Their crossdomain file for looks like this:
CrossDomain File

This setup basically says, that any domain is allowed to request data from the domain. However since the line secure=”false” is not there, that means that secure=”true”. With secure set to “true”, it instructs flash to disallow data retrieval if the swf is not hosted on a server without SSL. If you are interested in learning more about the crossdomain files you can look here:

So for this reason, our server must host our facebook app through a HTTPS link. As stated before you will eventually want to get a proper certificate, but for now you can create a self-signed one. The downside to this, is when you first connect to your application, your browser will warn you that the certificate may not be authentic, as it is self signed, and you will need to set a security exception for that certificate. You should not see that message again after allowing the certificate.

If you are using an apache server you can create and install a self signed certificate by following these instructions:

Now with all of the IT stuff out of the way, lets get the basic setup on the webserver, so that we may finally get to the fun part.

Before we dig into the files, we need to discuss the authentication steps a bit.

The newest version of the REST api (which is old) and the new GRAPH api, require that you at least send whats called an Access Token with each request. Your application will be given this token when the user “logs into” your application. In order to get the user to log into your application, you must direct them to a URL that looks like this:

(as a quick note, the client_id parameter is the Application ID of your app)

This will tell facebook that the user would like to use your app, and then facebook sends a bunch of parameters to your index.html file, and loads the result into its IFrame. The properties that are currently passed in are these:

  • access_token
  • fb_sig_in_iframe
  • fb_sig_iframe_key
  • fb_sig_locale
  • fb_sig_in_new_facebook
  • fb_sig_time
  • fb_sig_added
  • fb_sig_profile_update_time
  • fb_sig_expires
  • fb_sig_user
  • fb_sig_session_key
  • fb_sig_ss
  • fb_sig_cookie_sig
  • fb_sig_ext_perms
  • fb_sig_api_key
  • fb_sig_app_id
  • fb_sig

Some of these are self explanatory, and some of them I have no idea what they are used for, but the majority of the parameters are used to create the access_token, which is what we need to do anything with the GRAPH API.

Thankfully the full access_token is passed in as its own parameter, so we don’t have to build it from the other params.

What we are going to do then, is take that access token, and pass that into flash through the flashvars parameter.

But I hear you crying “That URL is long and crappy, I don’t want to give that out to users! Can’t we use the link?”.

The answer is yes we can, but like we stated before, we will need to do some redirection.

Now is probably a good time to start talking specifics.

Download our example source here. (To get the example running, copy everything from the “Publish” folder to the location your canvas is looking to load your app from and edit the index.html file to match your app data)

When you unzip it and go into the Publish folder, you will get an “index.html” file, an images folder, a “swf” folder, and a “js” folder.

When you are done editing the files you will want to ftp all of those to your webserver in the directory that you pointed your facebook app to during the app setup.

There are some changes we need to make to the index.html file. So pop it open and see whats crawling around in there.

Lets skip the “CHANGE ME TO THE NEW APP’s ID” section for a minute, and head down to where it says

if(getParams()["access_token"] == undefined)

What this is doing is using getParams() (defined in the js/jaclib.js file) to parse out all of the parameters passed into our html page. It then looks to see if the “access_token” property has been defined. If has not, that means that the user used the “” link to get to our content. That in return means that no access token was created. If this is in fact the case, we redirect them to the auth link stated above. (

When the redirect happens, facebook sends all of those “sig” parameters to your page, and we now have an access token to use with our requests, and that is the hawtness.

Lets get back to the “CHANGE ME” part at the top of the file.
To make this loader work with your swf, we need to edit those settings in that section:

  • APP_ID is your application ID provided by facebook on your application developer page.
  • MAIN_SWF property is the complete URL to the swf you want to load in with the loader.
  • MAIN_SWF_WIDTH and HEIGHT are the width and height properties of the swf you want to load in.
  • LOADER_SWF_VER is the minimum flash version required for the loader (not the loaded in swf).
  • REDIRECT_URL is the url you want face book to redirect the user to after authentication. In our case its the same url as the one given out to the users.
  • APP_SCOPE is a comma separated list of the extended access your app will need. When the user first goes to your app, they will be presented with a box that will let them know your app will access these features of their profile.

A complete list of these extended permissions can be found here:

Those few properties should be all you have to change to get things working. But lets take a quick look at the swf embed part of the html file.

The embed is done using SWFObject, simply because its cleaner and easier to work with. The first thing you see in the embed section is a check to see if there is an access_token passed to our page. If there is, we can load the swf.

Next we set up a flashvars object, and save off each of the parameters that are passed into our index.html file. All of these parameters will then be accessible from the FacebookManager, which we will get into in the next section.

Lastly we call on swfobject to do the actual embed. This will get the loader into the page, which will then load up your application! w00t!

So that is pretty much what it takes to get a flash app running in a facebook IFrame. In the next section we will talk about the FacebookManager, and how to use the loader and framework to retrieve and publish data to facebook.

Again, before we start the fun part, I want to reiterate that this library/framework is not complete, but there should be enough there to get you started. Basically you can just add more of the same to make it more complete. Enough with the whiny disclaimers, on with the code!

Download the Library here.
Live Demo here.

This example also makes use of our Log library which can be found here:

Most of the example code below is pulled from the FBTestMain example contained in that zip. You can look there for reference to what we are talking about. Most of the stuff that will be required in your application is in the document class.

With that downloaded we can jump right in. In the document class of your application (not the loader, but the swf that will be loaded in) you will need these imports:

import com.jac.facebook.FacebookManager;
import com.jac.facebook.IFBApp;

Next you must implement the IFBApp marker interface. All that you need to do for that is simply add
“implements IFBApp” to your document class declaration like so:

public class FBTestMain extends MovieClip implements IFBApp

Next you will need to get a reference to the FacebookManager.
To do this, all you need to do is dispatch an event:

//Init (when dispatched, the loader will call "init" and pass in the facebook manager reference)
dispatchEvent(new FacebookEvent(FacebookEvent.GET_FACEBOOK, "initFacebook"));

The “initFacebook” parameter is the name of a public function that will be called when the FacebookManager is ready. A reference to the FacebookManager will be passed in as an argument when the function is called.

Lastly you will need to define that “initFacebook” function:

public function initFacebook(fb:FacebookManager):void
//Save off reference to Facebook Manager (from loader)
_fb = fb;

This assumes of course that you have _fb defined in the class someplace.

Using the predefined FacebookManager example methods:
Now you can do something like this:

private function handleMe(e:FBRequestEvent):void
if (e.successResult.success)
_welcomeText.text = ("Welcome " + String(e.fbObj["first_name"]) + "!");

The getMe(callback:Function) method is defined on the FacebookManager object. This makes the proper request to the facebook API, handles the result, including errors, and calls your callback (the handleMe() method in this case) when the result is returned. It passes in a FBRequestEvent object to your callback, which has a few useful properties.

The “successResult” property is of type FBSuccessResult, which has a success:Boolean property, a message:String property, and an errorCode:String property.

If successResult.success is false, then there was an error with the request. That error code, and error message will be stored in the successResult.errorCode and successResult.message properties.

If the result is a success, then the fbObj property will contain a decoded JSON object that was created from the returned JSON from the Facebook API.
(Please read the “Using Returned Data” section for more information about the specific properties on a FBRequestEvent object)

So in the example above we are taking the result from facebook, and getting the value of “first_name”. There is quite a bit of data returned with the “me” request, and the facebook docs seem to be a little skimpy on that kind of thing.

So if you want to trace out the full response from facebook, you can use the FBRequestEvent.result property, which is the raw data facebook returned to your request.

Getting data about yourself is all well and good, but what is facebook without the wall post. To do that you can call:

_fb.postToFeed(handlePost, "me", "I just learned how to build flash apps for Facebook!", "Hook FBLoader Example", "", "This is the Hook Labs Post that goes along with this example.");

postToFeed() takes a bunch of optional arguments:

public function postToFeed(callback:Function, profileID:String, message:String="", name:String="", link:String="", description:String="", pic:String=""):void

It takes a callback function like all of the requests and a profileID. The profileID is the USER ID from facebook of the person’s wall you want to write to (assuming you have access). As before the callback function will be called when the request completes, and it will have the FBRequestEvent object passed to it with all of the needed info.

The other optional arguments are message:String, name:String, link:String, description:String, and pic:String. These are all things that get formatted into the post. The message is the main message of the post. Name, refers to what will show up as the link that the user can click on. Link is a link out to something else. Description is the description for the link, and pic is a URL to an image to post with the link. At this point however, the picture option doesn’t seem to work as expected. If you post a link, with not picture defined, it grabs a seemingly random one for you, but if you define one, it doesn’t show up. Which leads me to my next point…

The Facebook API seems to be in constant flux. The GRAPH api is very new, and it appears they are still working out the kinks. So, there is also a way to access the old REST API, to help fill the gap.

Currently in FacebookManager, there is only one predefined/example method that uses the REST API. The is getMeClassic(callback:Function). From the perspective of a class that is using the FacebookManager as the means of contacting facebook, the results are the same. But what happens underneath is fairly different.

“Bbbbuuuuuuttttt Jake!” you cry, “what about all of the other things you can do with the facebook API?”. For that we are going to talk about how to send your own requests from FacebookManager. The getMe(), and postToFeed() methods are basically examples of how to use the framework. To make real use of the framework, you are going to want to call the fbRequest(), fbClassicRequest(), and fbBinaryRequest() methods.

Using the custom request methods
Here is where it would be very beneficial to take a gander at the Facebook API pages:


The most immediately useful sections are the “Publishing to Facebook” and the “Introduction” sections of the GRAPH API page.

In the “Introduction” section, it explains a bit about how to access data. All that you will really need to know from this section is how the object IDs work. Those are the things at the end of the urls in the “All objects in Facebook can be accessed in the same way” section. Those numbers and names (with the addition of “me”) are the itemIDs that you will need to pass to the methods in the FacebookManager class.

The next section is the “Connection Types” section. these are what you will pass to the “apiCall” parameter for the request methods. A full example looks like this:

_fb.fbRequest(handleRequest, "me", "friends");

In this case, “me” is the object ID, and “friends” is the connection type/api call. This will return a list of the logged in user’s friends. So for instance in the demo app ( if you put in “me” for the itemID and “friends” for the GRAPH API Call, it will call that exact method and return the list of friends.

Another example would be if you put in “cocoacola” for the ID and “feed” for API call it will make this request:

_fb.fbRequest(handleRequest, "cocoacola", "feed");

Cocoacola is a facebook page, so facebook will resolve that to the correct ID, and then get the “Feed” data from that page.

You will see the result in the example app after you click Get Info. In the Publishing to Facebook section, you will find a slightly deeper list of API calls.

This is all well and good, “But how do I POST with the fbRequest() method!?” you say.

Well, if you look in the Publishing to Facebook section, you will see in the chart what is required to post to the feed. We see that it takes a Profile ID, and a list of arguments. So lets plug that into our fbRequest method().

_fb.fbRequest(handleRequest, "me", "feed", {"message":"message to post", "link":"link to awesomeness", "name":"A name for the link", "description":"A description for the link", "picture":""});

As you can see, we simply build a generic object with the arguments we want to pass to the API, and Presto! we get data in return.

Using the returned data
Cool, we now have data, so how do we deal with it?

When defining a callback for the fbRequest() methods, you will notice that you must have it accept a FBRequestEvent object as its argument. This object contains all kinds of goodies. Specifically it has these four properties: result:String, successResult:FBSuccessResult, fbObj:Object, and bindaryData:ByteArray.

The “result” property contains the raw string data returned from Facebook. If the returned data happens to be binary, the “result” property will contain the string “binarydata”. The next and probably most important property is the successResult object. The FBSuccessResult object has three properties of its own, errorCode:String, message:String, and success:Boolean. If “success” if false, then there will be an error code either from facebook or from flash in the “errorCode” property. There will also be the raw error message in the “message” property. So in your callback functions, please make sure successResult.success is true, before trying to do anything with the data.

The next two properties are an “either / or” kind of thing. If fbObj is not null, then binaryData is null, and vise verse. If fbObj is not null, that means the result was text data. This is generally how you will get data back from Facebook. The FBRequestEvent object will deal with the raw data string and build a generic object from it for easier access in your code. The binaryData will be non-null for when you are requesting things like images from facebook. Please be aware if you want to get an image, you must call the FacebookManager.fbBinaryRequest(), and not the standard fbRequest() method.

Lets say you make a _fb.fbRequest(handleRequest, “me”) request. Your handleRequest method could look like this:

if (e.successResult.success)
{//Grab First Name
_welcomeText.text = ("Welcome " + String(e.fbObj["first_name"]));
}//Grab First Bame

Here we are taking the fbObj, and getting the “first_name” property from it. This is how the “Welcome” text at the top of the example is populated with the logged in user’s name.

Its also probably worth noting that some of the old REST API’s require more info, such as a session key when making a request. All you need to do is put that in the generic object that is passed to the request as well. Remember you can get the session information from the “sig” properties on the FacebookManager object. (_fb.fb_sig_session_key for example).

So assuming you have actually read all the way down here, Congratulations! You should be able to start making some flash/facebook apps!

Take a look through the example code and play around with the live example ( These should help you get started so you can do some interesting things with facebook through flash!

As always, if you do some cool stuff, post it in the comments, we would love to see it! Also, if you have questions, post those down there too. It make take us a few days to get back to you but we do try to answer all of the questions.


******** Couple of updates *********

It seems since we started writing this post, two things changed. Zynga signed a 5 year deal, and the crossdomain.xml file now has secure=”false”, so you no longer need a certificate. I’m not sure if this is good or bad.. Either way, figured we should correct the statements above…

******** UPDATE 2 *********
Seems there have been more changes to Facebook. Sometimes if feels like you just saw a black cat walk by twice. To “fix” the new “issue”, you now need to go to the “Connect” section of your Application Settings and sett the Connect URL to If you don’t you will get an error complaining about how your app URL must have the same prefix as the Connect URL.

40 Responses to “Facebookery, the Flash and Facebook How-To”
  1. Flash with facebook looking nice and it will help me a lot thanks for share :)

  2. Nette Seite…

    Nette Seite…

  3. I love Fb! It makes us reconnected with everyone I’ve lost connected with, and I’ve linked with lots of new people as well :D . By using Facebook allow me to compose on their facebook wall, email them, and find out images of my close friends little ones or even places they’ve been. I can ask my pals to my parties, or get invited to theirs parties. Plus it takes a true friendship examination. Once you discover these people and they also apparently put everyone else who is a mutual buddy but you, that tells you the way they think of you. It is painful and it’s a bad feelings, but at least you should be aware of reality and can also simply ignore these people. I enjoy Facebook for the gaming applications and also other apps and find it is just really entertaining however it is all related to personal preference really. Some folks love it and some do not. Rather than zynga, Facebook ten times simpler to find your folks. And in addition its quite a lot less risky too.

  4. Jake says:

    @Nick, this could be because of a few things. But off the top of my head, you want to make sure that you have the expressinstall.swf in the /swf folder and that you have changed the path to the loader swf to match your path setup.

    Also please check out our new post on this, which uses the new authentication:

  5. Nick says:

    I just stumbled upon this stuff. I am having some trouble with it. I keep getting the “Get Adobe Flash Player” whenever I go to my app. I checked and I am up to date. Any help would be awesome.

  6. [...] here we are 6 months past our original post about using flash within a Facebook IFrame/Canvas application. Much has changed in Facebook land [...]

  7. Jake says:

    @mks, great stuff man! congrats on getting an app out there!

  8. mks says:

    I used the tutorial that you provided:

    I changed part of the code



    to add SWFObject with access_token and other available parameters passed to flashvars. That’s all :)

  9. Jake says:

    @mks, Congrats! What did you do to work around the Auth rules change?

  10. mks says:

    Thank you Jake for your help. Now my game seems to work fine :)

  11. Jake says:

    This is how to get the access token through PHP:

    We things slow down here a bit at the office I’ll make a new post on how to deal with the new authentication…

  12. Jake says:

    @mks, it looks like you are correct… The issue is the app’s index page doesn’t have access to the browser’s address url. It only has access to the iFrame that it sits in. It seems that if you switch the hash to a question mark, the access token is passed in to the url of the iFrame. When its a hash, that does not get sent.

    So with the hash we get:…..

    but with the ‘?’ we get:|2.bVkyWWx2rmVvA6oyF…&fb_sig_in_iframe=1&fb_sig_locale=en_US&fb_sig_in_new_facebook=1&fb_sig_time…..

    So we can’t get access to the access_token directly from the URL any longer… I believe the solution is to use their JS api to and use their login methods to get the access_token….

    I haven’t had time to implement that yet though….

    Thanks again for the contribution!

  13. mks says:

    I also have this problem. Yesterday my flash facebook app just stopped working.

    After authorization Facebook redirects to:

    instead of:

    When i manually change # to ? everything works fine.
    Do you have any idea how to fix it?

  14. Jake says:

    @Arlo, thanks for pointing that out! Sigh… I wish they would stop messing with stuff :)

  15. Arlo says:

    Hi guys- This is pretty broken in some browsers as of sometime last night/this morning. It gets stuck in a loop and keeps reloading the page. I think I’m going to go the PHP route, but thought you should know for future users.

  16. Jake says:

    Sorry DwiteE, I meant you can check out the class in the new Adobe FacebookAPI, not the FacebookRequest class…

  17. Jake says:

    Hey DwiteE, unfortunately that won’t work. Binary uploads are not yet implemented in the library.

    You could modify the fbRequest method a bitand get it to work without too much pain…

    The newly released Adobe/Skinner Facebook API has that built in (look at the FacebookRequest Class), and you could just take that chunk of code and drop it into our API. Or you could use this request wrapper class which works quite well:

    Good luck!

  18. DwightE says:

    Thanks Jake,

    So I’ve gotten it working pulling photos, although your way is much easier than what I hacked together. If I want to post a photo to a fan page gallery I would use this?

    _fb.fbRequest(handlePost, “fanPageID”, “photos”, {“source”:””, “message”:”I got Awesome”});

  19. Jake says:

    Have a look at this document class:

    You will also need to download the JPEG decoder from:

  20. DwightE says:

    Do you have an example that pulls in a photo and one that posts a photo to a gallery? I’d like to build a simple photo booth app, where you can edit your photo and then repost it. Thanks for any help.

  21. Jake says:

    @Arlo, you can go here: and try it with whatever combination you would like to test. That is a live example of the setup from this post…

  22. Arlo says:

    Ahhhh OK. I’m using FlashBuilder and didn’t even notice AppLoader’s existence. That should help quite a bit.

    Do you know offhand if this works with IE7/8 on XP? I built an entire project on Josef’s AS3-only oauth stuff and later found out it doesn’t work in lower than IE9 in a lot of cases. Thanks again!

  23. Jake says:

    Hey Arlo, if you check out the com.jac.facebook.FBAppLoaderMain class (that is the document class for the FBAppLoader.fla) in the handleSWFLoadComplete method, you will see:
    _loadedSWF.addEventListener(FacebookEvent.GET_FACEBOOK, handleGetFacebook, false, 0, true);

    That is where the event is intended to be caught…
    Hope that helps!

  24. Arlo says:

    Hi guys- Thanks for being so thorough. My attempt hangs when this line executes:
    //Init (when dispatched, the loader will call “init” and pass in the facebook manager reference)
    dispatchEvent(new FacebookEvent(FacebookEvent.GET_FACEBOOK, “initFacebook”));
    With no listener set up, how does the app know to do anything? Thanks.

  25. [...] get the Post IDs you can use the example app from our other Facebook Post: Hook Facebook Loader [...]

  26. Jake says:

    Hey Joseph, I wasn’t able to get your link to work, it said page not found. However I would be willing to bet that your issue is a security error that happens when your swf gets added to the stage. Please make sure you have the flash debug player installed in your browser (if you are using chrome you will have to disable the built in version of the player first). Then see if you get a security error thrown. I’m guessing you need a crossdomain.xml file in the root of your domain..

    good luck!

  27. Joseph says:

    I tried the tutorial, it’s great! But when I tested the game, it appears to be loaded (the music is running, etc), but I just can’t see the flash game itself. Am I missing any step to make it display?

    you can check it out here:

  28. Jake says:

    Hey Dude,
    If its a self signed cert, the browser will ask the user to confirm. If it is a cert from one of the major SSL Cert companies (VeriSign, GoDaddy, etc…) then it shouldn’t ask.

    Also keep in mind that facebook changed their crossdomain file so that you don’t need to use HTTPS to host the content.. so you may not need the cert at all..

    Good luck!

  29. somedude says:

    having a certificate issue…why does it always ask the user to add the site as an exception because the certificate is invalid? is there anyway to get around this? thankx

  30. Feroze says:

    nice work jake…

    i’m working on a facebook flash game. i want to display a facebook popup message to publish score on user’s wall and if user click on publish button, score should be published to his wall post.

  31. Jake says:

    @joe: I haven’t tried that myself,but it looks like Jozef has:

    @jon: you are correct, it should be the main swf, not the loader… what exactly is happening? And do you get any errors through firebug or in the flashlog.txt file?

  32. jon says:

    I’m having difficulties with your example, some how the Main swf is not loaded.
    the MAIN_SWF should be something like:
    “http://myDomain/example/FBTestApp.swf” ? our should be the path to the Loader swf ?

  33. Joe Hamilton says:

    Thanks. Great work!

    I’m looking at experimenting with visualising user data in flash but would prefer to do it all on an external website at a custom domain rather than as an app on the facebook site.

    Do you know of any info on how to do this?

  34. ang says:

    Thanks for your post! Very helpful .
    I think that is no longer necessary to have the application files in a htpps domain. Facebook was change the secure param to false.

  35. Jake says:

    @Kim, I have updated the .zip file to contain Flash CS4 versions of the files. You were correct, they were saved as CS5.

    @Mat R, Thanks!

  36. Kim says:

    I cannot open the fla files using Flash CS4, is that i need to open them with Flash CS5?

  37. Mat R says:

    Great post.

  38. Jake says:

    our pleasure, let us know if you get something up on facebook!

  39. Chris says:

    THANK YOU for posting this. It is so incredibly difficult to find any good non-flex AS3/Facebook info.

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