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Re: StickMcGee - Blast to the Future

PostPosted: Sat Dec 26, 2015 5:50 am
by Turon
Why was I kind of expecting this? Yeah gE is dea... But assuming you did continue using gE would you have actually been able to make it playable in the steam architecture?

Re: StickMcGee - Blast to the Future

PostPosted: Sat Dec 26, 2015 7:29 am
by RippeR7420
Hey Turon, if I'm not mistaken, all you need is a .Exe/installer file and a stream greenlight license. I'll have to look more into it again, Its been a while since I've read the rules/guidelines.

Re: StickMcGee - Blast to the Future

PostPosted: Sat Dec 26, 2015 12:40 pm
by Turon
RippeR7420 wrote:Hey Turon, if I'm not mistaken, all you need is a .Exe/installer file and a stream greenlight license. I'll have to look more into it again, Its been a while since I've read the rules/guidelines.

So they're not fussy about resolutions or anything?

Re: StickMcGee - Blast to the Future

PostPosted: Sat Dec 26, 2015 4:22 pm
by RippeR7420
Here's a link to the Steamworks Frequently asked questions:
https://www.steampowered.com/steamworks/FAQ.php

Tips for getting your game "Greenlit":
http://gamedevelopment.tutsplus.com/articles/tips-for-getting-greenlit-on-steam-greenlight--gamedev-13938

Steam GreenLight Faqs:
http://steamcommunity.com/greenlight/faq/

This should give ya enough information to get you started. :)

Re: StickMcGee - Blast to the Future

PostPosted: Sat Dec 26, 2015 10:36 pm
by Zivouhr
2. My game is in early development stages, don't I need to plan for the SDK integration now?

The Steamworks SDK is easy to integrate, so you can wait until your game is further along in the development cycle before worrying about it.


SDK, is that for Steam Download Key? Easy to integrate, that's hopeful. They mentioned C++ in another QA, but hopefully that doesn't affect the C language of Game Editor.

Thanks RipperR. Sorry to hear you're going with another program but best success and looking forward to your progress. Thanks for the info on Steam.