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16
May 12

Should you not be able to sign in please erase any exitgames.com cookies.
After doing so you will be able to login as usual.

We unified the signin for http://www.exitgames.com/ and http://cloud.exitgames.com/, allowing registered users for single sign on.

Unfortunately some users might experience not becoming signed in although providing valid credentials.

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10
May 12

We are proud to present a brand new Windows Phone Demo App!

This demo shows the basic operations that you can utilize when accessing the Photon Cloud.
Get yourself an AppID, boot up your Windows Phone and experience how easy and fast it can be to get Photon Cloud up and running.

It is now part of the Windows Phone Photon Cloud SDK which you can grab over here.

Enjoy the innovative styles and features available with WP7 integrated with Photon Loadbalancing.

Features include:

  • Autoconnect to Master Server (Cloudserver)
  • Create/Join rooms inside the demo app
  • See the ping of all connected players, updated in real-time
  • Change player properties by sending events
  • Set room status to open / closed
  • Logging of game events/room events/Player actions/…

 

And for the ones of you that happen to not have the pleasure of owning a Windows Phone, we attached some screenshots for you to check out.

We would love to hear your feedback, tell us what you think in our Forum!

Have fun and stay connected!

09
May 12

playMaker‘ by Hutong Games is one of the best selling tools in Unity’s Asset Store and that comes for a reason:
by its super-intuitive visual state editor it empowers designer and artists to create their own games without even knowing how to program while it is also a great help for experienced developers to e.g. quickly create prototypes, add A.I. behaviors, etc.

We think that the best visual scripting tool should be integrated with the best network engine, Photon, so we are happy to announce that we have started to work together with the Hutong guys to bring this integration into life.

A first private beta version is ready and we’ll keep you posted once we can share a version with the public.

08
May 12

What is the difference between Photon Server and Photon Cloud?

Photon Server is an on-premise solution

• you host it on your own servers
• fully customizable on the server
• built-in load-balancing power-up in source code
• FREE for up to 100CCUs

Photon Cloud is a SaaS (Software as a Service)

• we run the servers and fully manage it
• as-is turn-key server logic
• scales automatically with global low latency
• FREE  30-days trial, subscriptions start at $9/month for up to 100CCUs

Please see also our Documentation for more details about Photon Server and Photon Cloud.

07
May 12

When I zipped the packages for v3.0.1.6 today, I realized just how much happened since the last release. New builds have been in the Photon Unity Networking updates and some developers got updates in-between, but we didn’t have a proper update since end of February.

So, what’s new? Not the API. This was kept intact largely.
Instead, a lot of work was done on the inside. Some examples:

  • Performance was squeezed out of each platform. The serialization got an overhaul which shows in speed and also should save a lot memory.
  • SendOutgoingCommands is now sending as many packages as needed to get your messages on their way. Still, you have to call it regularly.
  • The LoadBalancing API is cleaned up. Player properties are no longer scattered into most operations but are set by you and sent by the API where useful.
  • The TrafficStats can now be reset to get stats of a certain usecase more easily.
  • New “health statistics” make it easier to get an overview how well the client performs and if your game includes the library as well as it should (more on that in another post).

 

The current SDKs are compatible with the Photon Cloud, of course.
Get them here.