The fastest way to build online games without breaking a sweat.

PlayerIO JavaScript SDK updates

Posted: 4 May 2017

We've just released a few updates to the PlayerIO JavaScript SDK.

We now fully support HTTPS, both for regular API requests, and for Websocket multiplayer connections. You control this by using the properties useSecureApiRequests and useSecureConnections, respectively.

We have also added the classic FridgeMagnets as a JavaScript example game, and since it's 2017 we've made sure it works on mobile devices, and we've added some Emojis that can be dragged around as well.

You can download the example as part of the PlayerIO SDK right now, and you can also try a live version of the example game here:

Thank you for all the feedback we've received so far, we're always looking forward to hearing from you, let us know what you think in the JavaScript Forum.

PlayerIO JavaScript SDK in Beta

Posted: 21 Apr 2017

Many of you developers have asked for a JavaScript SDK for PlayerIO, and it is finally here in beta form.

You can download it as part of the PlayerIO SDK.

In the SDK package you will find a developer version of the JavaScript Client Library, which contains full method comments to enable rich IDE features such as autocomplete, and a minified version that’s suited for distributing with your game.

The SDK package also contains a sample multiplayer project, that shows how you can quickly and easily develop a synchronous multiplayer game in JavaScript with PlayerIO.

The documentation section has also been updated with a complete reference for the JavaScript Client Library. In there you will find class and method descriptions, as well as example code for all the various features of the PlayerIO platform.

We are very much looking forward to seeing all the fantastic JavaScript games built with the library, and to receive feedback on the new library in the JavaScript Forum.

New Feature: API Sampler

Posted: 25 Jan 2017

Ever wanted to see which API requests were failing the most? Wanted to debug why a specific user's game didn’t load? See exactly which requests your multiplayer code is making? Or just found yourself wanting a real-time traffic inspector that lets you see exactly what your game is doing?

Well, you’re in luck. Because today we’re releasing the API Sampler.

With it you can inspect live traffic from your game, and set various filters to limit the traffic sampling to specific sources, users, or types of API requests. This allows you to get a runtime snapshot of your game traffic, without having to use extensive logging or running live traffic through your development server.

For instance, a great use is to just set it to sample requests that return an error to the client:

You can access this new feature through the PlayerInsight section of your game, so go check it out, see what your game is really up to, and let us know what you think!

PayVault now supports the offerwall

Posted: 25 Nov 2016

Some developers reached out to us and requested that we add support for the offerwall, so we have now integrated this service into PayVault.

Check out the PayVault provider documentation, it's very simple to integrate into your web or mobile game, and offerwalls are a great complementary source of revenue in most markets. PlayerInsight integration is of course included, as long as you add your chosen virtual currency exchange rate to the Revenue Normalization setup in PayVault.

And remember, if you have a favourite monetization solution that you're missing and would like us to add support for, just let us know.

PayVault now supports iOS, Google Play, and Steam

Posted: 9 Nov 2016

PayVault has just been given a much-needed refresh. We've added support for the most requested providers, iOS, Google Play and Steam, and we've removed the providers that have ceased to be relevant for monetizing a Flash or Mobile game today.

For mobile developers, the official support for iOS and Google Play has been a long requested feature. With it, you can easily add in-app purchases to your games and manage virtual goods through PayVault.

We've also released support for Steam in-app purchases. This functionality also ties neatly into the Steam Authentication feature, which allows you to securely authenticate Steam users in your game.

So check out the updated list of PayVault Providers, try them out, and let us know if you have a favourite monetization solution that you're missing and would like us to add support for.

Support for Unity3D WebGL builds

Posted: 6 Sep 2016

As many of you have requested, the PlayerIO Unity3D SDK now supports the WebGL build target.

Due to limitations in Unity3D, Multiplayer is not yet supported, but all the other features such as BigDB, PayVault and Authentication should be fully functional.

We hope to offer Multiplayer support for WebGL builds in the future if the networking capabilities become more robust, but we're still very excited to offer this and we can't wait to see the games you make.

PayVault is now available on the Free plan

Posted: 29 Jun 2016

It's been over a month now since we took over the PlayerIO service, and after listening to your feedback and considerations, we have decided to make the following changes to the pricing model:

  • PayVault is now available for everyone, so that you can take your time to try out the feature and implement it in your game before launching.

  • You can now have as many Connections as you want, since you need one Connection for each Authentication Type you want to enable.

On July 10th we will also start enforcing the limits of the Free plan. If your game is using premium features such as Sitebox, those features will become unavailable to your game, unless you upgrade to a premium plan before then.

The Plans and Pricing page has been updated to reflect these changes as well.

iOS support for IPv6 networks

Posted: 8 Jun 2016

Recently Apple announced that they would only approve apps that fully support IPv6 networks (NAT64/DNS64). Their full announcement:

We have added support for these networks into our Unity client library. Please update if you intend to submit an iOS app built with Unity to Apple.

The Objective-C and Android client library were tested and both already work with IPv6 networks.

Premium Plan Updates

Posted: 1 Jun 2016

We've resolved the issues with our payment provider, and we are now ready to accept payments from everyone. If your game is not covered by the free plan, please go to your account page and sign up for a premium plan. On the same page you can see which plan would fit your game best, and there are also sample invoices for each plan that shows you the cost breakdown.

Given the transition issues we experienced after the service transfer from Yahoo, we've decided to not charge anything for the period of May 12th to May 31st. This means that we will only charge usage from June 1st and forward.

If you've signed up for a premium plan before that date, we will adjust your account accordingly.

If you have an active game and sign up now, we will adjust your account as if you signed up on June 1st.

Service Status page

Posted: 1 Jun 2016

As many of you have requested, we are launching a Service Status page where you can see the current status of the entire platform and the various components, as well as any recent issues.

Check it out here: PlayerIO Service Status

This should make it much easier for you to troubleshoot any issues in your games and see if they were caused by issues on the platform, or something else.

Resolved issues will be visible on the status page for a few days, so even if you missed an issue just as it's happening, you can still go back and check later, for example if your players report something that happened a while ago.

next » « previous 1 2