February, 2012

29
Feb 12

Since releasing the Loadbalancing API for DotNet, Unity and Windows Phone, we added several small features and fixed some bugs.

We fleshed out the handling of custom properties for rooms and how they get forwarded to the lobby. Now you can define by string-array, which of the room’s properties are needed in the lobby. This saves clutter and bandwidth and makes the lobby more useful. The “propsListedInLobby” is a new OpCreateRoom() parameter.

We also set the room’s cache to “clean on player leave” now. This is most likely not used by anyone, so it’s the right time to define a default. We will add documentation for event caching in the upcoming weeks.

Aside from Loadbalancing, we also extended the PhotonPeer.TrafficStats. There is now a timer and a reset option for the stats. This way you could measure messages per second during “waiting for players” or while the game is running.

As always, all the details are in the release_history.txt in the package.

Get the SDKs from our download page.

28
Feb 12

Photon Cloud access remains free until subscriptions become actually available. Plus we will add some sufficient extra time so you must not immediately switch over if your 30day trial is already over by then.

Active subscribers will be notified by e-mail before we will turn the lever to subscriptions.

fyi
The Photons :]

22
Feb 12

Photon Cloud Beta under heavy attack:
over 4,500 apps were firing with more than 20 TerraByte (per month) traffic at our cloud during the last 4 months.

Thank you all for making the beta such a tremendous success. We are happy to announce that at the beginning of next week we will go live with the real deal.
We are convinced that we have a striking pricing and that many of you will be fine with our Photon Cloud 100 package for US$9 per month.
A real deal, we think.

Please remember to upgrade your free trial account next week as the free beta phase will end on February 29th. We will send you an email reminder on next monday to go here for the upgrade…

Your app won’t connect to the Photon Cloud anymore if you do not upgrade before your trial ends. No worries if you cannot make it in time as you can still access your account to bring your app back to life.

15
Feb 12

This release fixes a bug in the autoJoinLobby feature in the C++ and the objC LoadBalancing API and a bug in the gamelist-updates in the C++ LoadBalancing API.

No API-changes and no changes at all outside the LoadBalancing code have been introduced with this release.

Get the new SDKs for Photon Server here and for Photon Cloud here.

13
Feb 12

The native Photon 3 client SDKs have left release candidate state :)

The most important changes of this release in comparison to the RC3 release are:

- these SDKs are the first ones, which ship with the brand new Photon LoadBalancing C++ API, so all these SDKs now come with a High-level API for communication with the cloud and with self-hosted Photon multi-server solutions

- we have  fixed a critical bug in our tcp protocol support, which would time you out, when using tcp with the Photon cloud. If you are using tcp, then please upgrade a.s.a.p.

Get the new SDKs for Photon Server here and here for Photon Cloud.