Anyone had experience with wrapping / compiling a project within Steam, is it pretty straightforward?
Edit, found this, pretty comprehensive:
https://partner.steamgames.com/doc/gettingstarted
For more advice and perhaps some gotchas, therevills just ported a game to Steam. Maybe he could comment?
https://www.syntaxbomb.com/index.php/topic,4876.msg19234/topicseen.html#new
Thanks, his game looks awesome.
Not really anything to do if you dont want to... for Windows just create your exe and your assets, upload via the Steamworks application (a command line utility). Then you need to go thru the Steam checklist of creating all the media and page set up.
If you want you can add Steam achievements etc, but you will need to link to the Steam API in whatever language/engine you are using.
Oh, quite surprised its that straight forward. There was me thinking it could be a ballache.... well you live and learn - although I do tend to learn a little slower these days ;)
there was a "steam wrapper"
BlitzSteam - Steam wrapper for Blitz
Copyright (C) 2015 Xaymar (Michael Fabian Dirks)
not sure what it is useful for, but i have it if you want (freeware) v0.7.1
Thanks for the offer RemiD, my project has a Window s VB front end, so I suspect might have to plod thru the thervilles suggestion.
Well wrapping is part 1. It drove me crazy to actually upload a game to steam. Let me know if you get there. ;)
I need to create a taxable account again 1st.... Tempted to bide my time until April..... I've been on the brink of crazy already.. without the joy of steam uploads.
https://github.com/Xaymar/BlitzSteam
Thanks for hi lighting this MJ :D
Actually I need to include achievements for Tank Universal 2 which was developed with Nuclear Basic.
NB does allow hooking into DLL's.
Simon actually cut me a custom DLL so Tank Universal could have Steam achievements way back in the day.
Wonder if I can still use that? TU1's still on sale and so I assume its achievements are working...
There was another interesting thread about making B3D compile so it didn't require directplay, although, tbh, I think the easiest way forward with that is to incorporate a copy of directplay in the same directory as the B3D exe.
never mind