How do I publish my game to as many consoles, and get as much exposure, as possible?

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  • Sorry for super-giant post, but I'd appreciate if anyone can even read or answer any small part of it. Thanks.

    1) Xbox: The Creators Collection/Program used to be the best way that I knew of to get exposure without needing to spend money I don't have to advertise, because players would see it pop up as a new Creators Collection game, perhaps particularly if a free demo version is also put out since gamers like free games, but it (seems?) as though Xbox removed the Creators Collection area as of about 2yrs ago?? (Construct games run super-slow on Xbox if at all, but players can just be told to instead play on any Windows device.)

    2) PlayStation: Possible yet?

    3) Nintendo Switch: Possible yet? I'm especially surprised (if) we can't publish games on Switch yet, because anyone who sometimes views the Recent releases knows how many 'trash' games are released on Switch (to see some examples, just look for the ones that cost only $0.99-$1.99). What are they using to make games? It's hard to imagine they know how to code just to make stuff like that. Switch seems so ripe for indie developers if only we could access the market.

    4) Steam: Is it worth paying the $100 Product Submission fee in the Steamworks Distribution Program? I find it odd that this fee must be paid before even successfully being able to submit a game! I think they should relocate this fee to the final step, i.e.: After your game is 100% okay to launch, pay the $100 fee, and it's listed in the Steam Store. If I pay the fee, will I be able to publish my game easily, no problems, no hard stuff? Or are they picky, unlike Xbox Creators Program?

    5) Android/iOS Phones: How do we publish games that are over the 100MB limit/a few GB? Any tutorial for Expansion Files or whatever would be required to get past the 100MB limit?

    I clearly don't know anything about this stuff, but: why can't Construct2/3 just finally export to PlayStation and Nintendo Switch? I know C2/3 is based on HTML, but so? Why not just do what's required to finally export or translate or emulate or what-have-you to those consoles? Well-done tutorials can take it from there, when it comes to things like dev kit or whatever that is, holding our hand all along the way. At the very least, do something with Unity as a middle-man between Construct and the Exporting process? (Although if C2/3 games would run as slow on those consoles as they do on Xbox, maybe Windows is the ONLY viable option for us anyway. I don't know if this would remedy the issue, but maybe something would have to be done about the way C2/3 seemingly loads almost everything at once and always has too much data loaded, dragging down the performance on Xbox, instead of allowing for load times during the game, like other games do.)

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  • Hello,

    Everything is worth it if the game is successful enough. Focus on making a good game and solve the problems when they come. About sizes on mobile devices, I'm not sure how to solve that, probably needs a backend that can return the extra data.

    To get your game on to consoles Chowdren is your best bet: mp2.dk/chowdren

    Good luck!

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