Export to PC to publish on Steam
CasualEvolution
Member, PRO Posts: 537
Hello, I haven't followed the forum for a long time and I'm not very aware of the news.
I would like to export a game that I have developed with the Mac version of GS (not the online version) from iphone/ipad to windows PC, with the expectation of publishing it on Steam.
As of today, what are the expectations of doing this successfully and that it looks good? Has anyone done it lately? What would be the most recommended procedure and tools to do this?
At one point the procedure was to export it with html5 and then encapsulate it in an .exe... is this still the way to go?
Thanks! :)
Comments
That's still the way to go. The amazing @adriangomez put together some instructions for wrapping an HTML5 game over here:
https://forums.gamesalad.com/discussion/98674/together-jam-june-17-to-july-3#latest
Our Steam efforts ran into a block and then we switched to other priorities. I'm hoping to have some resources soon to take care of that, but for now, HTML5 wrapped games is the way to go.
Thanks @adent42 and @adriangomez too!
I'm going to look at it to see if I can understand and do it.
I have 3 questions:
1- I can ignore the lootlocker part, right? or is it has to do with exporting .exe too?
2- to convert my current game on mac GS to html, what is the most recommended? make a preview from there to html5? or open the project in the online version of GS?
3- beyond the fact that for the moment this is the way, I understand that the code generated by GS is Lua, it would not be possible to "package" in an exe with the lua code of our game + the preview engine that allows us to visualize the game in the editor? I ask out of curiosity, thinking what could be the shortest way in the future to export .exe
Thanks again!
1 - Yes that's for a game jam.
2 - Just publish to the HTML5 target
3 - Mostly the bridge from Lua to OpenGL to Direct X. We don't use exclusively lua, but a layer of C that hooks into things like OpenGL and OpenAL. So there's currently no easy export.
@adent42 Thanks!
@adent42 you are too kind.
@CasualEvolution What do you need for steam? If they have any sort of API I can probably create some sort of template for you.
As far as packaging as an exe the enigma protector's virtual box is free.
https://www.enigmaprotector.com/
Steam API for node: https://www.npmjs.com/package/steam-js-api
I remember another older one too, but I can't find it, atm.
Hi @adriangomez I must confess that I don't know what I need! hehe
It is that I have a total lack of experience in this area... first it is to convert the game from html5 to .exe.
What more could you need than an .exe to launch on Steam?
Ok! I noted, but this is to "protect" my exe, not to create it, right?
Sorry if I'm asking very basic questions, I need a step by step to convert my game from html5 to exe
Okay! I note also, I assume this is if I am going to use something from the Steam API, is this strictly necessary? or will I be able to publish in Steam without using anything from the API?
No. Not to protect it. Their free project just wraps it up. As far as Steam, I don't know exactly what they provide other than logging in.
Thank you very much, as I go into the subject I suppose this will become clearer to me. For now, I'm dedicated to the process of making the game run the same way in HTML5, since there are several things that behave differently.