You’ll get Greenlit, for sure. Don’t worry about it.
Making a game on your own (or even a team) is like trying 2 eat the planet mars with a plastic spoon
Just saw this thread, it’s interesting to read about the experiences of more experienced game devs and what they have learned from past mistakes. Hopefully, I can get to that point too. lolz It looks like I’m starting off in the right foot though aiming for something small and simple like a tower defense game.
[MENTION=1249]I Create Art![/MENTION] Good luck with your game, I think it looks great so far. I’d give it a try but I’m not sure where to download it nor how large it is. The internet in my country is absolutely horrendous and ISPs enforce a data cap, mine is only at 800 Mb per day so downloading anything larger than that takes a few days and is a little bit problematic. lolz
Is there some weapons upgrades and some new weapons ?
Just hit the top 50 for games currently in greenlight being voted, got over 2000 yes votes.
@Galeon I changed the model for the assault rife, and added a pistol, at the moment I’m considering adding a shotgun & rocket launcher, or some sort of grenade attachment to the assault rifle.
Just hit the top 50 for games being voted, I’ve got over 2000 yes votes.
@Galeon I changed the model for the assault rife, and added a pistol, at the moment I’m considering adding a shotgun & rocket launcher, or some sort of grenade attachment to the assault rifle.
Good, your work is inspiring
Save Our Souls Is Officially Greenlit
yay, congrats
@I Create Art Congrats!
Thanks guys
… How did I not know about this game until just now, seriously if it was made by a AAA studio there would be so much hype around it right now.
https://.youtube.com/watch?v=n-dEA4KhwjY
Yep, the real work does begin now, and its amazing how far a bit of funding can take a project, I’m really impressed by Genom.
Looks like the tax issue with selling on steam is going to be a complicated 1 on my side, the income tax rates are really high because there is no income tax treaty between my country of residence and the United States. I wonder if there anyway deal with this?
And I’m stuck on marketing, I don’t want to overlook it, and I’ve gone through a load of tips & tricks but still without money I’ve got no real Idea what to do about, but I’m thinking trying to get early reviews (not too early) would be a good approach, if any credible site would actually do it.
Well everything is almost done, but I am having 2 issues with building my game for steam,
@mikepurvis @ and anyone else with a clue, I’m hoping you guys could maybe help me out if have any knowledge about this.
(1: ) First issue, I have my steam SDK working to a certain extent, I have added the sdk files to my project’s \Engine\Binaries\ThirdParty\Steamworks folder and gotten the steam overlay to appear along with my app id while playing in stand along mode and everything checks out, but at this point is where the trouble begins, to get steam working in the engine I have to enable the Online Subsystem Steam plugin, but it makes my game require visual studio 2015 to build, which Is huge and I can’t download it because of the slow unstable internet , some UE4 Users on the answer hub say enabling the plugin shouldn’t make my game require VS 2015, but for some reason it does and I can’t build while its enable, someone says I’ve probably added code to my engine somehow but disabling the plugin makes the game build work without VS 2015 but stops steam from working, I don’t see where I could have possibly added code to my game, do you guys have any clue how I could get it to build without visual studio 2015 being required while the plugin is enabled?
(2: ) the second issue is a bit confusing,( @mikepurvis you may have some knowledge about this since you’ve used steam before) so once I have the steam sdk and overlay working with my app id and I’ve successfully built my game, what’s the process of getting the game onto steam, I’m sure I have to build and package the game to a steam depot using steam sdk right? main question is does the building the game to a depot upload it onto steam for others to download? or is uploading the game to steam another process??
Good reviews will help your game.
Did you considered Sony PSN instead of Steam ?
@I Create Art
Have you figured it out yet? I haven’t been checking the forums very often lately. I found it confusing at first but used the Steam Documentation.
I have never not had Visual Studio installed so I can’t speak to that.
For building, uploading to Steam, then available on steam, those are all separate steps. Building is like normal, make the shipping build to a folder.
Then you modify the Steam scripts to point to that folder. Running the steam script will upload it, it’s done through the Steam command line. I found that I need to log in via the Steam console first, with my user name and then run the script. I think the instructions show you can do it at the same time but that doesn’t work for me.
are the steps I mentioned above:
replace ‘[contents]’ with your actually number or name
- Run steamcmd.exe //Eexample location of where to run is D:\steamworks_sdk_138a\sdk ools\ContentBuilder\builder
Then from the steam commandline - login [accountname] [accountpassword]
- run_app_build_http …\scripts\app_build_[myappid].vdf //This is the appbuild script that you should have modified, adding the path to your built game.
This is what my app_build_[myappid].vdf file looks like:
"appbuild"
{
"appid" "[myappid]"
"desc" "Alpha Build 59" // description for this build
"buildoutput" "..\output" // build output folder for .log, .csm & .csd files, relative to location of this file
"contentroot" "D:\LEMON_BUILD\WindowsNoEditor\" // root content folder, relative to location of this file
"setlive" "" // branch to set live after successful build, non if empty
"preview" "0" // to enable preview builds
"SteamPipe" "" // set to flie path of local content server
"depots"
{
"[myappid]" "depot_build_[myappid].vdf"
}
}
Hope this helps.
After you have run the script and it is uploaded, then in Steam you can set your depot version to the one you just uploaded if you want to. Also, the access to the depot is limited by what you’ve set, so if it isn’t released yet no one will see it except dev keys that you have given to YouTUbers or something or developers that you’ve given access through Steam. There are several choices in how to give early access such a a Demo, but a Demo is a different build of the game.
I love it, work on my game about 12-14 hours a day. A million % motivated to start my own company, I just absolutely love the Unreal Engine. I’ve made a game that has scale unlike in any other game ever. Think Dark Souls in Space, but with game mechanics from Mario Galaxy and Star Citizen with hundreds of AI ships. Since I made my first spaceship I’ve been hooked.
Not sure whether or not I should start a kickstarter or not. I need about 2-4 million to get it to a AAA production, 200k will finish it as a nice and fun Indie title.
@Mikepurvis thanks a lot for the reply, I manage to resolve all the issues and got a build uploaded just recently, its queued for review now and hopefully everything goes well. Just 1 question though, I couldn’t get my game’s .exe uploaded for DRM Protection, it always gave me errors, is it absolutely necessary that the game should be protected? Its not among the minimum work items required to get a game released so I’ve assumed that its optional and skipped it for now.
@Galeon I haven’t considered other platforms yet, especially consoles because I don’t own any. But I absolutely would be up for it if I can get enough funding and a good enough reception from the steam launch first of.
Besides all that, I’ve been debating on how to spend the time left in last few days before launch, whether to 1: make a great trailer or 2: use the time to make a better build and clean out as many bugs as I can, and I think I will go for the second option to make sure people don’t run into things that will give the game bad reviews.