trueSensie,
I built a trick taking card game called “Schmyr”,with Corona that uses PubNub.
The card game was my first published app in the App Store. It’s a free download, you might want to grab it and see if you can get someone else to get it and see how my lobby and MP work.
My game plays quite well, but the biggest problem with MP is that unless the game gains major attention or traction, there are simply not enough players to support MP.
Users are very impatient. If they join the lobby and no one is there, they leave in seconds. It is very difficult to join other players when there is no one in the lobby and everyone leaves almost instantly.
BTW, my lobby doesn’t match players, users can select the table they would like to join. This sounds great unless you’re the only player in the lobby. 
After experimenting with PubNub and AutoLan, I decided on go with PubNub. I have no experience with Game Minion unfortunately.
Both AutoLan and PubNub each have their plus’s and each has drawbacks.
The biggest drawback both seem to have is “unreliability”. I’m thinking this is really some type of problem with socket connections and IOS. They seem to drop, or maybe appear to drop or maybe they actually drop, who really knows.
AutoLan is free and is almost real time, by far the fastest, but I experienced dropped connections that I couldn’t handle. This was with an early version of AutoLan, some of the connection dropping problems may have been worked around. I was very newb at the time also, but never got the consistency I was after.
PubNub costs $$ if your game actually gets played and unfortunately there is NO guarantee that the messages actually get delivered or received by other players so your code has to be much more robust than you’d expect because you always have to code in verification functions for EVERY message sent that is game changing to verify the message was received by EVERYONE, which in my case could be 4 player. This takes time and unfortunately slows game play.
PubNub does seem to “recover” from a dropped connection or dropped message quite well though and is the most consistent connection between players I found. It is not uncommon for a message to take 5 seconds before it is received, sometimes longer so this must be considered.
Having spent most quite a bit of time developing with PubNub, it is amazing what can be transferred in a message. PubNub is capable of supoorting a quite complex lobby system.
A combination of PubNub and your own server for Player data is a great combination and I suggest it.
You can upload the player’s data and then download them using network.request. You can then send any of this data to other player’s with messages thru PubNub. The only real limits are your imagination and the 1.7 kb message size of PubNub, I think that’s the message limit anyways.
Developing a MP game is no easy task, besides the unreliability, using multiple simulators and updating all files can be taxing. Developing a single player game is SO much easier than dealing with MP, IMO, just a heads up.
Good Luck,
Nail
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