Supported alternatives to corona cloud (sepcifically turn based and player matching)

I use Noobhub, it’s open source, very powerfull and needs only a very cheap server for thousands of concurrent players. It’s the fastest multiplayer server code out there. I use it for my realtime multiplayer game WordnRoll. But you need to dive a bit in coding javascript (node.js) and a bit of server management.

I implemented with noobhub highscores, realtime multiplay, account management, player lobby, random matchmaking, inviting friends, push messages (with Pushwoosh, I was to lazy to implement a node.js plugin for it) etc.

So it’s basically an implementation of node.js, a node.js auth plugin, mongodb and a cheap VPS Linux server. The nice extra thing is you can use it very easily for a website too, to give some extra player support, info, stats, account management etc.

The author of noobhub is very friendly (Overtorment) and there is some support on the Corona Noobhub thread.

Hey david.hunt15,

I have just been googling around and I’ve come across ‘Photon Cloud’ which appears to do what i need.

Has anyone heard of this / used this? it appears to be supported / supports Corona SDK (cloud.exitgames.com) - can anyone from corona comment?

Anyway thought I’d post in case anyone else was interested in another serivce that does multiplayer with matchmaking, etc…

We just launched our Corona Plugin:

http://www.coronalabs.com/resources/plugins/

http://docs.coronalabs.com/daily/plugin/photon/

The main features Photon Cloud supports are

  1. Custom authentication: Integrate an external ID system like Facebook, Parse, Steam, Kongregate or your own

  2. Matchmaking

  3. Realtime data exchange / gameplay

With that turnkey feature set we see already great games:

https://cloud.exitgames.com/References

** Spoiler ** We will enable custom logic in our Cloud in Q4 this year. The extensibility will be in LUA.

Hey,

Thanks for the reply :)  Sounds like you guys have been busy!

I took a look at the documentation and I was looking to see how I could persist the data for a turn based multiplayer…  I can’t seem to see where this can be done - it looks like if a user disconnects, all the data will be lost.  This is fine for a realtime multiplayer but I want a turn based type where the player might not immediately be available.

Can you point to somewhere that might explain how to do this?

Can you point to somewhere that might explain how to do this?

Right now you have do persist/retrieve the gamestate from the client to e.g. your backend.

But as I mentioned - we work on making this very convenient.

Chris

I use Noobhub, it’s open source, very powerfull and needs only a very cheap server for thousands of concurrent players. It’s the fastest multiplayer server code out there. I use it for my realtime multiplayer game WordnRoll. But you need to dive a bit in coding javascript (node.js) and a bit of server management.

I implemented with noobhub highscores, realtime multiplay, account management, player lobby, random matchmaking, inviting friends, push messages (with Pushwoosh, I was to lazy to implement a node.js plugin for it) etc.

So it’s basically an implementation of node.js, a node.js auth plugin, mongodb and a cheap VPS Linux server. The nice extra thing is you can use it very easily for a website too, to give some extra player support, info, stats, account management etc.

The author of noobhub is very friendly (Overtorment) and there is some support on the Corona Noobhub thread.