by nucleusgames » April 17th, 2011, 1:39 am
by nucleusgames » April 17th, 2011, 2:25 am
by Benjaminsen » April 17th, 2011, 8:56 am
by nucleusgames » April 21st, 2011, 12:29 am
Benjaminsen wrote:Due to the inherent limitations of flash on iOS you cannot use the basic API as you have noticed.
We do however have a fully working swc in beta that solves just this issue. However as maintaining a SWC and making sure nothing breaks when we do updates is quite a lot more work, only paid costumers can sign up for this beta program.
If this is something you think you might be interested in, ping me at chris@player.io
by Benjaminsen » June 5th, 2012, 11:10 am
by wbsaputra » August 23rd, 2012, 4:06 pm
by krechagames » January 6th, 2014, 4:03 pm
by worster » January 14th, 2014, 7:59 am
krechagames wrote:Sorry for opening old topic, but how to become a paid member? Is there a need to start a plan (ie this for $25/month?) We are still developing our game so we don't want to start plan right now... but we have to test our game on various devices.
by skinhead_2727 » January 18th, 2014, 8:32 am
by eRistocracy.org » March 22nd, 2014, 11:24 am
by Henrik » March 23rd, 2014, 5:24 pm
by gamebuilders » April 14th, 2014, 7:10 am
by orcunnisli » February 19th, 2015, 4:44 am
by orcunnisli » February 19th, 2015, 4:58 am
by djstatika » October 21st, 2016, 7:14 pm
by Henrik » October 21st, 2016, 8:29 pm
djstatika wrote:I'm a bit confused about what information is out of date etc here.
I have just made a game, and am trying it on different platforms. On android & PC it works fine, but on iOS when attempting to connect I get an error: The method requested is not supported Error: [PlayerIOError] Error #2032
how do I get it to work?
by djstatika » October 24th, 2016, 11:59 am
Henrik wrote:That's a rather vague description of what you're doing, and I can't read your mind...
You made a game in what for what and which version of what SDKs?
PlayerIO.connect(
stage, //Referance to stage
"obscuregames-****", //Game id (Get your own at playerio.com)
"public", //Connection id, default is public
GameStudio.nameInput.value, //Username
"", //User auth. Can be left blank if authentication is disabled on connection
null, //Current PartnerPay partner.
handleConnect, //Function executed on successful connect
handleError //Function executed if we recive an error
);
by Henrik » October 24th, 2016, 10:03 pm
by djstatika » October 25th, 2016, 12:29 pm
Henrik wrote:What version of the AIR SDK are you using?
Does anything change if you set this property to true: https://playerio.com/documentation/refe ... piRequests
by robscherer123 » October 26th, 2016, 3:52 pm
by ChristianD » October 26th, 2016, 9:11 pm
by robscherer123 » December 22nd, 2016, 9:43 pm
by Henrik » December 28th, 2016, 2:33 am
PlayerIO.gameFS().getURL('asset.png', true);
by robscherer123 » December 28th, 2016, 6:48 pm