GG-Works's Recent Forum Activity

    GG-Works You say the game runs with the test App ID (123456) for you - does Steam show up inside your app? Like, can you access the Greenwork features inside your app? I'm asking since I cannot access any Greenworks features. So far, I consider it's because the default App ID doesn't allow that (would like to clarify if I'm doing something wrong?)

    I can confirm I get the message "Access the Steam Community" tab on the bottom right of the screen. Other than that I'm pretty green using this. I made sure I added nw.js on my Steam client and clicked on play from there.

    I don't think I've installed greenworks properly, I wasn't able to access anything else, just the tab popped up. I thought you can drag and drop the addon into C2 when you start but I never got a prompt so I don't think it's installed.

    [quote:frcd8uah]@dhoeke Yep the old SDK is the cause of that. But if you include an older one like the one here it will work <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://dl.dropboxusercontent.com/u/100 ... am_api.dll

    Many thanks my man, I was having the same problem until I installed that. Also had to make sure I added the game onto steam (nw.exe) to play it and so far the game runs! Kind of a shame we have to rename it to nw.exe, but it's a small price to pay I guess. I don't have a proper appid yet so I'm using the default 1-6, waiting on some financial information to go through before I can officially begin.

    Thanks guys, I'll try this after work in a few hours. I'm literally at the last stages of getting the game on Steam.

    Hi, I'm sitting here with the game and downloaded both steam APK and the older version of greenworks. I'm a bit confused at the step that's bolded:

    [quote:20k41dsz]1. Rename package.nw to package.zip

    2. Copy steam_api.dll from Steamworks SDK in to package.zip. Note you must be using the latest version of the Steamworks SDK (currently 1.31).

    3. Rename package.zip back to package.nw

    4. Make sure the EXE file is called nw.exe. For some reason it doesn't work if the executable file has a different name.

    5. Create a text file named steam_appid.txt in the same folder as nw.exe. This should contain nothing but your app ID on Steam. If you don't have one yet, for testing it seems to work if you just enter 123456, but it won't work unless that file exists and has a number in it.

    6. Repeat steps 1-5 for the win64 version, except this time copying steam_api64.dll from the Steamworks SDK.

    7. Make sure Steam is also running and signed in.

    8. Start the app and test if it works.

    After renaming package.zip to package.nw, what does it mean by EXE file? I'm looking for an executable file, but I'm not seeing it. Is it talking about your game with C2s Node Webkit icon or something else? Do I need to actually rename the game to "nw.exe" just as typed?

    Thanks!

  • Try adding "Set Layout Scale" to the event sheet. I did this for my game to zoom everything out a bit since originally everything was too up close. I went from 1.0 to 0.5 to zoom out, perhaps if you did the opposite it should work to zoom in.

    So if were getting a game on steam would it be best to postpone adding achievements until a later date? I just had a game greenlit yesterday and was on the fence about adding them.

  • Voted, looks interesting!

  • Wow, end of an era? Though it'll mean one less competitor. After all that YoYo went through to allow devs to make games for the current gen consoles they just sold out. EDIT: After reading the reddit posts, GM may not end up being taken off the market, similar to the havok engine.

    I can't imagine what die hard supporters must feel right now. Unless I'm not understanding the situation.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Updated intro trailer and gameplay:

    I'm doing my best to combine the pick up and play mechanics of Kirby's DreamLand with the "unlimited lives" aspect of Super Meat Boy, where you keep playing until you want to stop. There are puzzle elements added once you finish Act 1, like block puzzles, using the enemies to open paths, finding switches, etc.

  • I'm planning on redoing the trailer for this game, but for right now I have a level showcase. Just follow the link under the image to see the progress on the changes and how the game is played.

    Subscribe to Construct videos now

    I used to use Frapps, but lately I can't record footage anymore so I had to use Bandicam. Now, I've just purchased the full version of Bandicam but have to wait for paypal to clear before they send me an email for the full version. I don't want to do a trailer with the watermark, still waiting on taxes before I opt for a capture card so I can get some good video editing software to boot.

    There have been tons of improvements since the original Baxter's Venture on Desura a couple years ago:

    -3 save slots as opposed to save/load states

    -Act 1 graphics toned down dramatically

    -Added slight animations and effects

    -Overworld redone

    -Updated graphics/effects/animations.

    -Intro and new ending sequences.

    Best way to describe this game is Super Meat Boy meets Kirby's Dreamland with a dash of Portal 2. It mixes action and puzzles and you have infinite lives to help keep you in the game until you're ready to quit. Great entry level for those who want to get into gaming to hardcore and competitionists looking for a notch on their belts.

    Eventually I want to get around to adding steam achievements since it'll add another incentive to play.

    I'll be updating this thread as more develops, please leave any feedback. Also, this game is on greenlight waiting for more votes:

    http://steamcommunity.com/sharedfiles/f ... =274636766

  • So, I've taken a page from some indie game devs, and seems to me the best idea to get your game out there is not the gaming press but the individuals who do lets plays.

    I had an idea to send a press kit that includes art and a free game to youtubers, to see if they could give it a lets play or review. Does anyone think this might be a bad approach? My plan was to do a non pressure gift of a free game to play on their channel in hopes that they would return the favor by pointing viewers to Greenlight.

    My experience with the gaming press is that unless your game creates enough buzz they'll consider running an article, even if you send them a press kit with promo art and a finished game chances are nil to get anyone to run an article. For games like FlappyBird, Five Nights, Revolution 60, or even notorious greenlight games and Meme Run had people criticizing and playing their games on their channel and pointing their viewers to the devs websites and steam pages.

    I'm honestly considering this approach this week unless I get talked out of it. The worse they could do is not play it, or somehow distribute the game as their own... which would really blow.

    Your thoughts?

  • I'm starting a new game called "Dodge Fu" I have the protagonist done already.

    [attachment=0:3c6asklb][/attachment:3c6asklb]

GG-Works's avatar

GG-Works

Member since 8 Jul, 2012

None one is following GG-Works yet!

Connect with GG-Works

Trophy Case

  • 12-Year Club

Progress

12/44
How to earn trophies