15 August 2013
Guest Piece: Photon Cloud & Corona SDK, A Dream Team for Cross-Platform Multiplayer Games
Christof Wegmann is founder and CTO of Exit Games, provider of Photon Cloud, the #1 service for cross-platform real-time multiplayer game development. Christof has 13+ years experience in providing services and platforms for mobile devices and founded Exit Games in 2004 with the goal of forming a leading company for multiplayer services.
Photon Cloud is a cross-platform network engine and software as a service (SaaS) for real-time multiplayer games and apps. Photon Cloud is the latest Corona Plugin partner is now available for all Corona SDK developers. For more information, please see the Photon Cloud plugin documentation.
We’re happy to announce our new partnership with Corona Labs! Using the Photon Cloud plugin, Corona developers will be able to build and launch cross-platform real-time multiplayer games and join the ranks of hits like Uberstrike, World Golf Tour, Offensive Combat, Kartuga, and King’s Bounty: Legions.
First, a little history about us: back in 2004, we started building multiplayer middleware and services for mobiles under the Exit Games brand. We recognized that there was an unsatisfied need in the industry — at the time it was very difficult to develop and launch a multiplayer game. We soon evolved from a pure mobile company and began to support non-mobile platforms, namely PC and Mac via browsers. At this time, we launched Photon Server, a cross-platform multiplayer socket server with a focus on real-time communication and unique features such as reliable UDP support.
Photon Server was a great success, powering a lot of browser-based games from companies such as Nival, Codemasters, Cmune, Bigpoint, Innogames and Warner Bros. Games. Yet, we were still convinced that multiplayer would become the standard for mobile games, just as it was for browser and console.
In February 2012 we launched Photon Cloud, with the goal of making cross-platform real-time multiplayer features available for all, from indie developers with a small budget to AAA studios with considerable resources.
Photon Cloud’s unique benefits include:
- Cross-Platform Capabilities: Client SDKs for all major gaming platforms.
- Global Low Latency: Photon Cloud is deployed in hosting centers across the U.S., Europe, and Asia (Singapore, Japan, and soon in South Korea). Based on this footprint, Photon Cloud’s infrastructure allows developers to launch real-time games on a global scale without any server hassle.
- Real-Time: Photon Cloud’s communication protocols are streamlined and the service’s core is based on C/C++ to allow the fastest round-trip times for your multiplayer apps in conjunction with the global hosting centers.
- Automatic Scalability: Photon Cloud scales automatically with the actual game’s load, supporting tens of thousands of users.
- Matchmaking API: Match players randomly or by specific filters — or create a list of open rooms and let players pick one. It works, simply and quickly.
- FREE Plan: Photon Cloud is completely free for up to 20 concurrent users (CCU) per app, and you can have as many apps as you like. If you need to support more players, you can upgrade to a paid plan at any time. We also offer plans with “CCU burst,” meaning you can exceed your limit and optionally upgrade — in the meantime, you won’t lose any users.
To date, over 36,000 developers use Photon Cloud and now it’s your turn to get started. For information on integrating Photon Cloud into your Corona-powered apps, visit our documentation page. If you have any questions, please email [email protected].
Phil Smith
Posted at 10:00h, 15 AugustThis is great news, just what we had been waiting for!
Fan Studio iPhone Game Development UK
Posted at 10:42h, 15 AugustGreat news but I’ve just tried the demo and it’s very very laggy :((
ChriS
Posted at 12:30h, 15 AugustWe offer several regions: US, Europe, Asia (Singapore) and Japan. Soon Korea & China. So make sure your samples connect to the nearest region. See here as well: http://doc.exitgames.com/photon-cloud/Regions/#cat-reference.
Inna Treyger
Posted at 12:08h, 15 AugustHi @Fan Studio – Please make sure you’ve signed up for an account and then put in the appid into cloud-app-info.lua.
Thanks,
Inna
Daniel Williams
Posted at 12:20h, 15 AugustAre there any Corona games that currently use this product?
Chris
Posted at 12:33h, 15 AugustOur Corona plugin/lib is very fresh – so we are not aware of any. I am sure we will soon have some :). See https://cloud.exitgames.com/References for references.
Damir
Posted at 12:42h, 15 AugustIs turn-based multiplayer supported ?
David
Posted at 20:28h, 15 AugustDamir – good question. Ive also posted your question to the forum so it’s easier to follow there:
http://forums.coronalabs.com/topic/38372-is-turn-based-multiplayer-supported/
Robert
Posted at 01:27h, 16 AugustYes, turn-based is supported. Absolutely. Examples is e.g. Nival’s “King’s Bounty: Legions” (http://www.playkb.com/en/)
Christian Urquhart
Posted at 14:03h, 15 AugustWhen it says concurrent players, why does that actually mean, number of players connected to one game or number of players over all games being currently played.
For example (for 100 concurrent users) if my app is a 2 player multiplayer game is that up to 50 games being played at once? what happens if I have 200 games being played? Just looking for some clarification.
Lerg
Posted at 14:06h, 15 AugustSame question below, double the power.
David
Posted at 20:26h, 15 AugustChristian – I am going to take your question and re-post it to the forum so Photon Cloud can answer there and it will be easier to follow:
http://forums.coronalabs.com/topic/38371-what-do-concurrent-players-mean-from-blog-post/
Lerg
Posted at 14:05h, 15 AugustI didn’t quite understand about CCU.
Is it the limit of all users using the app? Or is it the limit of users currently playing together. Say I want to build 1v1 multiplayer game. 100 CCU means 50 copies of my app can run simultaneously? Or since 2 is less than 100 is everything OK?
50 copies sounds like too low.
Robert
Posted at 02:34h, 23 AugustIt is the limit of users playing together (concurrent) at the same time.
Witcher
Posted at 14:40h, 15 AugustI give you a little free promotional advice 🙂
You could organize some kind of online game jam with compulsory condition that participants must use photon cloud in their projects. It could help to promote it faster, I suppose.
helios
Posted at 17:42h, 15 Augustis this the new replacement for Corona Cloud??? im just a noob so id like to know how this is different from Corona’s Game Center??
this new addition to Corona seems awesome .. wanna give it a try..but first the documentations.hha >:DD
David
Posted at 20:27h, 15 Augusthelios – Photon Cloud is a completely separate 3rd party service. They do a fantastic job of enabling multiplayer games.
If you are referring to Apple GameCenter, Photon Cloud enables real time multiplayer, which Game Center does not.
Emmanuel
Posted at 22:46h, 15 AugustAnd if we compare Photon Cloud with Google Play Game Services ?
ed69
Posted at 03:10h, 16 August@David – probably you was mention ex Corona Cloud service and not Apple Game Center, as soon as in Game Center there is a support for real-time multiplayer integrated and it is available for free with no extra charge for all iOS developers.
For those who interested in implementation of this feature – please vote for it here:
http://feedback.coronalabs.com/forums/188732-corona-sdk-feature-requests-feedback/suggestions/4307482-real-time-multiplayer-support-over-game-center-on-
Overtorment
Posted at 11:14h, 16 AugustFor anyone looking for selfhosted and 100% free solution there is Noobhub:
https://github.com/Overtorment/NoobHub
Mujo
Posted at 08:26h, 22 AugustGreat for all those who can afford it, but simply too expensive for indie developers 🙁
Robert
Posted at 02:41h, 23 AugustHey Mujo,
I wonder if you have been looking at the right plans: Photon Cloud is free for up to 20 CCU (concurrent user), US$ 9,- for 100 CCU, US$ 39,- for 500 CCU per month. You can launch a realtime multiplayer cross-platform game that is working world-wide for that amount.
Mujo
Posted at 01:06h, 29 AugustIndeed you can. But what if u plan big? I mean like 500 000 players and above? I know that that’s really hard too reach, well, almost impossible, but why not?