As many of you know, Player.IO is a new company raised up by the Nonoba
They provide a very useful tool for developer that makes
possible to create multiplayer
games without having a VPS or a dedicated server. Client
side will have to be built, of course, with ActionScript3, though
server side uses C# which is actually not that difficult to use. In
the account created we will just upload the Game DLL of the server side,
not the SWF.
Q: How many games can be stored in a free account? A:
You can have any number of DLL games running under
Q: How many rooms can be created for each game? A:
There is no limit to how many game rooms can be created.
it against the TOS to create a different
account for each game or to have the same DLL on 2 different
accounts, using of course 2 different connections as it was 2 different
servers? A: Purposely gaming the system to prevent paying for
hosting would constitute abuse.
Q: What happens if i sell one of
my games to a sponsor? Will it be transferred to an account created for
the sponsor, where the sponsor menages the connection and the type of
account? A: I cannot mention names. But we have agreements in place
with several large sponsors for them to run their own accounts.
Basically the more Player.IO games you run under one account the cheaper
it gets. Thus most portals would want to run their own account as soon
as they have more than one Player.IO based game.
Q: What happens
if i sell 2 or more licenses of the same game to different sponsors, and
those sponsors want for the same game to have only their own users
playing? A: This is a great example of where to use connections, as
they can be used to create several separate user-bases for the same
Q: I know that each room cannot contain more than 45 users,
but, is the lobby counted as a room or it has an exception to have more
than 45 users inside chatting or doing other things? A: There is no
automatic lobby chat system in Player.IO, such features are up to the
developer to create. Here the same limitations are in place as for
ordinary rooms. We are aware of the limitation being an issue in
some cases. We will likely have some clever way to solve this, but for
now I suggest you simply create several lobby chats for people to hang
out in. Might even have the nice side effects that you get several sub
Q: On Nonoba MP-API i remember there was a weird
problem to go back to the lobby where the user had to refresh the
browser, has it been solved? A: There is no such problems any more.
Basically you have full control over all aspects of room listing,
Q: How will it look a Player.IO branding on a free
account? A: The logo (200px x 50px) will only advertise
Player.IO, will appear only once for about 5 seconds at the bottom
center of the game and it will be triggered only when the player
actually connects to the game.
Q: There is a big gap on max
concurrent user between the free version and the plus version, is there
in your plan to have a basic plan at a lower price for something like
1000 or 1500 concurrent players without being forced to buy the plus
plan? A: We are still looking at pricing, so I cannot comment on this
point at this time.
Q: On maximum monthly bandwidth, is it
intended to be the download of the DLL and the traffic of
messages both sent and received by users? A: There is currently no
file hosting build into Player.IO, so the traffic cost/price is purely
for game traffic and processing.
Q: About packets loss, do you
have any particular system that protects from losing a packet, or the
developer should always double check to make sure no packets have been
lost? A: The server runs TCP/IP. Package lost is pretty much
Q: Can I send variables to a remote data base via
server side? A: Not with a free account.
Analyzing the answers I would say that this service is at least worth a try, even because it is free and it doesn't require a server. Many people would say that probably is cheaper to buy a license of SmartFox and rent a server. But honestly even if I find a cheap linux dedicated server, I need to worry about the setup, the maintenance and especially on cheap servers I need to make sure they always work. It is anyway a developing choice, I am going to try it, soon I'll write if it was the right decision.
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