Yes! At this point I'm gonna have to share revenue from my game with you since you helped on nearly each point I had trouble with. A big thank you, wishing you the best for Chambers of Devious Design!
This man right here is a godsend. I've found it extremely difficult to find tutorials for setting up a steam page, and various how-to-do's for creating a demo, uploading a demo, publishing a game to steam, creating a store page, setting up achievements, the list goes on and on, and AuroDev just makes it simple, straight to the point, and concise. Thank you!
@@EverPaintP Hi. I since got contacted by a large publisher, we made a deal and launch date has been moved out to May/June 2023. I'd have had to launch if I were still on my own to start earning something to keep me going, but now I get a monthly advance, and we've decided to work on it some more to make a larger splash on launch. The game's called World Turtles - you can play a free demo on Steam, and we're currently at just under 19K wishlists (2K followers), with some very big growth in the 4 months before the publisher got involved and the two months since they got involved. If we do this right it could be a big launch, rather than just an OK one on my own.
I haven't done it myself so I can't give good advice on what is the best approach as you can do this in different ways. You can do it with the Steam integration also - I know Rust has (or at least had) an implementation like this with Steam integration. Might be something interesting to look into.
Happy to hear that! :) I will make a video about Steam achievements, but it won't be the next video quite yet. I am waiting until I add the achievements myself so I can show everything in practice and see if there are any surprises.
I'm using Gamemaker Studio 2 and was wondering if there was a way I could use it on there too? I have my steamapi downloaded but I'm not sure how to use it and the documentation isn't very easy to read. Thx!
I was having some troubles setting up the integration. I had copied everything yet it still doesn't work in the script? What are the requirements i need to setup (I have ID and account setup)
I have to save it in milliseconds, but the function that submits the score only accepts the int type. What should I do? Thank you for always posting good videos. ^^
One quick idea I got was to multiply by 1000 so the decimal is removed (and just use code to display it as milliseconds if it is later retrieved). Dunno if it works in your situation :)
@@AuroDev Wow! Thank you so much for the great idea!!!! Let me ask you one more question. Facepunch doesn't seem to provide cloud storage, what do you usually use?
@@CodeBlues-TimeisGold I haven't had a need for cloud storage yet. You can easily store some values with Steam Stats (I have a video about that on the channel), but it's for specific use cases only. So far I have gotten by with just local save files.
Based on quick googling, you should check out SteamworksPy, which seems to be intended exactly for that purpose. I have no experience in using it though!
I'm wondering why I should even bother anymore tbh. Why does it cost 100$, to make some app number, so I can even test making achievements and whatever into a game? Screw you Steam. Go to hell.
what am i doing wrong? using System.Collections; using System.Collections.Generic; using UnityEngine; public class SteamIntegration : MonoBehaviour { // Start is called before the first frame update void Start() { try { Steamworks.SteamClient.Init(2078820); PrintYourName(); } catch (System.Exception e) { Debug.Log(e); } } private void PrintYourName() { Debug.Log(Steamworks.SteamClient.Name); }
by a quick look, you have not implemented the facepunch package to the script. I think you need to add to the top of the script something like: "using Unity.facepunch" or something like that
You're a lifesaver! You've made this process so much easier even 2 years after the fact. Thanks so much!
This video should have much more views! Thank you so much!
Yes! At this point I'm gonna have to share revenue from my game with you since you helped on nearly each point I had trouble with. A big thank you, wishing you the best for Chambers of Devious Design!
Hehe, don't worry about it! Happy to hear I've been able to help :)
This man right here is a godsend. I've found it extremely difficult to find tutorials for setting up a steam page, and various how-to-do's for creating a demo, uploading a demo, publishing a game to steam, creating a store page, setting up achievements, the list goes on and on, and AuroDev just makes it simple, straight to the point, and concise. Thank you!
Thanks. Your 2 videos have convinced me to incorporate achievements into my game, which launches in about 5 months
Awesome! :)
is it launched? how did it go? whats the name of the game?
@@EverPaintP Hi. I since got contacted by a large publisher, we made a deal and launch date has been moved out to May/June 2023. I'd have had to launch if I were still on my own to start earning something to keep me going, but now I get a monthly advance, and we've decided to work on it some more to make a larger splash on launch. The game's called World Turtles - you can play a free demo on Steam, and we're currently at just under 19K wishlists (2K followers), with some very big growth in the 4 months before the publisher got involved and the two months since they got involved. If we do this right it could be a big launch, rather than just an OK one on my own.
@@RecOgMission hey, how did your game went?
@@williamhiciano394 Hey. The EA sold about 2k copies in 2 months. Hopefully it picks up on full launch. Still, not horrible for a first game!
Dude this was so helpful!! Thank you so much!!!
Thank you very much!! You made me add achievements in my new game!! :D
Amazing video bro
thank you 🙏
Hienoa nähdä myös Suomalaisia käsittelemässä tälläsiä aiheita. Kiitoksia, auttoi suuresti!
Mahtavaa! Mukava kuulla :)
finally a good explanation, thank you.
👍🏻 Thx
hi, i want to create a shop in my game , where player can purchase items . so what sdk i should import ?
I haven't done it myself so I can't give good advice on what is the best approach as you can do this in different ways. You can do it with the Steam integration also - I know Rust has (or at least had) an implementation like this with Steam integration. Might be something interesting to look into.
Background is soo good 😘
Hehe, best company to have :)
Do you happen to have a tutorial on Steam Input and Facepunch?
No, sorry!
Thank you, anyway!@@AuroDev
Hey man! Is there by chance a video about integrating ingame purchase using Steam in your game? I didn't check your entire channel!
Unfortunately I don't have a video for that. Haven't done it myself yet.
This is so usefull thanks, in the future i wanna add Steam features 100%, next video should be how to add Steam Achievements.
Happy to hear that! :) I will make a video about Steam achievements, but it won't be the next video quite yet. I am waiting until I add the achievements myself so I can show everything in practice and see if there are any surprises.
@@AuroDev fair enough will you be ready with demo of your game on Steam Fest?
@@branidev Nah, I'm skipping the Fest now in October. But I will be participating to the next one in February! :)
does Facepunch include steam's [save& load, DLC, consumable items, steam overlay ui, steam clouds] functions?
I'm using Gamemaker Studio 2 and was wondering if there was a way I could use it on there too? I have my steamapi downloaded but I'm not sure how to use it and the documentation isn't very easy to read. Thx!
❤❤❤
I was having some troubles setting up the integration. I had copied everything yet it still doesn't work in the script?
What are the requirements i need to setup (I have ID and account setup)
I am getting a missing DLL error (steam_api64.dll).
Great video! The method of Init() cannot be found, and i'm using the same version of Facepunch as you!! The helll.. any ideas? Thx 😊
I have to save it in milliseconds, but the function that submits the score only accepts the int type. What should I do?
Thank you for always posting good videos. ^^
One quick idea I got was to multiply by 1000 so the decimal is removed (and just use code to display it as milliseconds if it is later retrieved). Dunno if it works in your situation :)
@@AuroDev Wow! Thank you so much for the great idea!!!!
Let me ask you one more question. Facepunch doesn't seem to provide cloud storage, what do you usually use?
@@CodeBlues-TimeisGold I haven't had a need for cloud storage yet. You can easily store some values with Steam Stats (I have a video about that on the channel), but it's for specific use cases only. So far I have gotten by with just local save files.
how to access Steam IAP in Unity?
Can't we use python :(
Is there any other steam API for python?
Based on quick googling, you should check out SteamworksPy, which seems to be intended exactly for that purpose. I have no experience in using it though!
I'm wondering why I should even bother anymore tbh.
Why does it cost 100$, to make some app number, so I can even test making achievements and whatever into a game?
Screw you Steam. Go to hell.
what am i doing wrong?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SteamIntegration : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
try
{
Steamworks.SteamClient.Init(2078820);
PrintYourName();
}
catch (System.Exception e)
{
Debug.Log(e);
}
}
private void PrintYourName()
{
Debug.Log(Steamworks.SteamClient.Name);
}
by a quick look, you have not implemented the facepunch package to the script. I think you need to add to the top of the script something like: "using Unity.facepunch" or something like that
you forgot one } at the end of your script