Search:
Type: Posts; User: Q-Rious
Search:
Search took 0.48 seconds.
-
Hey people of FlashKit
I am proud to announce that we've released our in-game payments solution at Player.IO, with support for micro- and macro-transactions, secure item management, awesome...
-
We share that experience, which is why we build our framework. Allows us to fix all ours and your Facebook apps at once when Facebook breaks something!
The best example / tutorial we have is...
-
Quick update to say that we also released an open source AS3 implementation of the Facebook Graph API, it's a lot easier to work with than the REST based API provided by Adobe.
-
Hey Flashkit
I am proud to announce that we just released yet another Player.IO feature called Sitebox. Sitebox allows you to build fully featured websites and Facebook applications without...
-
Hey flashkit!
So it's finally time for a quick Player.IO update on Player.IO API's and services.
We just released new service called GameFS. GameFS is a open ended file hosting service for...
-
Hey demian_9
Let me answer your questions
A) While we provide authentication for social media systems. We leave it up to the developer to do the actual SM integration. Most SM's have great...
-
I know this is a really old thread, but thought this might be an interesting tutorial for people looking to make multiplayer games.
...
-
Hey all,
We have now been live with Player.IO for a month so I decided this would be a good time to give FlashKit a small update. Although Player.IO has yet to be officially announced, we already...
-
Just realized that this should be posted in ActionScript 3, can I get a mod to move it?
-
Hi Everyone
Just wanted to point out this great tutorial for building realtime multiplayer games.
http://playerio.com/documentation/tutorials/building-flash-multiplayer-games-tutorial/
-
The API uses a dynamically downloaded API bridge for all its functionality. The method is implemented in that compiled library.
-
Just updated the game a bit.
New in 0.5.1
* Build space aware Sound-Manager
* Added sounds for shots and explosions
* Fixed PlayerIOError exception (Had forgot to checkin a file!)
* Misc...
-
You can write your back-end in any .NET language but we suggest you use C#
If you are not comfortable with writing things in C# a bounce server is automatically uploaded when you create a game. It...
-
Hi Everyone
Just released the very first version of Multiplayer Asteroids 2 and thought I would share with the ActionScript 3 community.
The game can be tried at ...
-
Hi Everybody
We just posted a new Multiplayer API in beta over at www.player.io
A great getting started guide can be found here here
The first game to build on it is Multiplayer Asteroids 2,...
-
Now with signup url:
http://nonoba.com/developers/multiplayerapi/signup
-
Hi guys, this I am sure is something for you
Basically our company, Nonoba.com, just announced that we will be releasing an easy to use, fully hosted and free Multiplayer API for flash...
-
If the user is logged in the data api will work. There is no way of identifying a user if they are not logged in besides a flash cookie, and you might aswell use one of those then for storing the...
-
Hi Guys
The past few weeks we have been testing our apis over at http://nonoba.com and they should now be pretty much bug free and ready for everyone to use (Some of you already have)
A whole...
-
Regarding what games get exposed we will rearrange the site such that games that interact with our systems will be promoted formost as soon as the base of these are large enough.
-
Here is an example of a bunch of "particels" getting manipulated and dumped to a bitmap. Yes the effect is realtime etc :)
http://chrisbenjaminsen.com/stuff/SpriteTest.swf
Source: ...
-
Hi guys
We finally got around to release our first batch of API's and developer tools over at http://nonoba.com
You can now store game data for each user and add high-scores and achievements...
-
Ohh and as YaiEf points out, porting the code to as3 would make it a lot faster!
Likewise the code is rather naive so re-factoring it a but could make it a lot faster as well :)
-
As the amount of calculations pr frame is constant the random lag you experience is pretty strange. It is however pretty easy to fix!
The problem is not actually with the code but with the way...
-
Hah, yes we do use google analytics, but where not happy with how live it was.
This is 100% live, such that when a bubble blink someone made a pageview less than 500ms ago :)
|
Click Here to Expand Forum to Full Width
|