SDK

15
Mar 12

The first Photon client SDKs (version 3.0.1.0.PreAlpha) for Android NDK are out now.

Known issues:

  • Only support for Android 2.3.0 and newer OS,
    support for 2.2.x is in the making;
  • unicode support only for ascii characters, encoded as unicode, not for other unicode characters,
    yet, full unicode support is in progress;
  •  realtime demo port to NDK is in the making.

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

13
Mar 12
The Cubemen

'Cubemen' by 3 Sprockets

„Cubemen” by 3 Sprockets is declared as the official winner of the Unity GEE multiplayer contest. Congratulations! They have won a Unity Pro license, 1 year Photon 1000 hosting (worth US$ 2028) and a lifelong subscription of the GEE magazine.
“Cubemen” is a cool new game-concept mixing RTS with tower defense AND multiplayer.

Team BrokenBoomerang came in second place with their title „MageRage” followed by MoPho’ Games’ “NecroPixel” ranked 3rd in this competition. They both won 1 year of Photon 100 hosting and a 1 year subscription of GEE Magazine. Again: Congratulations!

A big thanks to all contest participants. Especially to those who are using Photon ;)
You can have a look at all the entries and play-test yourself at http://www.wooglie.com/games/GEE.

See the GEE magazine announcement here: http://www.geemag.de/unity/

 

01
Mar 12

*ping* …

Atari’s Indie Developer Pong challenge at http://www.atari.com/pongdeveloperchallenge is crying out for free multiplayer.
How about adding that using e.g. Photon Cloud, http://cloud.exitgames.com/ ?)

Photon Cloud Client SDK for iOS is available for download at http://cloud.exitgames.com/Download.

… *pong*

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.

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.