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Topics - rob1221

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Shared Resources / Automatic Gamepad Mappings for Desktop
« on: October 12, 2019, 01:16:17 pm »
Gamepad support has been in Stencyl for a long time, but one important feature missing that almost all modern games use is automatic gamepad detection.  At first I looked into OpenFL's gamepad API, but it was lacking in device support.  Then I found this preset list that could be used to apply gamepad mappings to a lot of different gamepads.  Check out the attached sample game to see how it works and check if your own gamepads are automatically detected.  Matching is done based on the gamepad ID first, then the gamepad name, then a partial name (such as "PS4").  If a match is found then pressing the gamepad buttons should trigger the expected results on the screen.

The sample game works for public and private Stencyl builds as well as PC, Mac, and Linux (each platform has separate mappings).

Windows / Mac / Flash / HTML5 / Escape Zolstar
« on: October 09, 2019, 06:12:52 am »

Escape Zolstar is a metroidvania where you explore, collect powerups, fight enemies, and defeat bosses. You can play with either a keyboard or a controller and can also change controller mappings. The game is broken up into many smaller connected rooms, and progress can be seen on the map. There are multiple powerups to collect, such as water shot, double jump, and extra health. There are six bosses to fight and a variety of other enemies and obstacles. There are also three different sections with their own appearance, music, enemies, and bosses. Do you have what it takes to escape Zolstar?

Journals / MOVED: Isotiles 2
« on: July 12, 2019, 11:13:48 am »

Windows / Mac / Flash / HTML5 / Isotiles 2
« on: May 22, 2019, 08:34:29 am »
Isotiles 2 is an isometric puzzle game and the sequel to Isotiles. Like the first game, the main goal of each level is to remove all the blue tiles and then get to the exit tile. The game features all new levels and some new tile types as well for more interesting puzzles. In addition, there is an explorable level map where you enter each level from, and there will also be locks that open up when a certain number of levels are completed. Like the first game, you won't have to complete every level to get to the later ones.

I've been thinking for a while about making a sequel to one of my Steam games, and with Isotiles being the highest rated and the best selling of my games in recent months, it seemed like a good choice.  The previous game Isotiles has made $3,789 in sales since its release, but with all the changes Valve has made since then to their store and algorithms, I have no idea what to expect.  The store page will be up for a bit over 7 weeks which gives it more time to gather wishlists which from what I've read are very important for the launch of games on Steam.  My previous game sold poorly (only $461 to date) and I'm hoping this won't be a repeat of that.

Chit-Chat / MOVED: Pencyl wont open
« on: March 28, 2019, 09:52:19 am »

Chit-Chat / MOVED: Logs
« on: October 20, 2018, 09:07:57 am »

iPhone / iPad / Android / MOVED: iPhone App URL Schemes
« on: September 19, 2018, 05:02:16 am »

Windows / Mac / Flash / HTML5 / MOVED: Smiley in Pirate Land
« on: September 03, 2018, 08:57:47 am »

Windows / Mac / Flash / HTML5 / MOVED: New game
« on: August 10, 2018, 10:55:52 am »

Guides & How-To's / Steamworks Guide (Work in Progress)
« on: May 23, 2018, 12:43:22 pm »
This is a work in progress guide for Steamworks that covers some important parts of the site.  More information will be added over time, but some of the easier and more obvious parts of the site will not be included.  For the SteamWrap extension, check this thread:,47705.0.html

Build Configuration
Under Edit Steamworks Settings, go to SteamPipe > Depots.  Then configure whatever depots you need, although most devs will only need one depot per OS.  If you add any new depots, then you'll need to click on the link directly above the "Add New Depot" button to go to the packages page.  For each package (should be at least 3) you need to click on them and then add your new depots to those packages.  After that, go back to Edit Steamworks Settings and then to Installation > General.  Here is where you configure the launch options needed for your game.  Fill in the name of the main executable for each OS, which is your project name followed by .exe for Windows and .app for Mac.  Also select the appropriate OS for the executable.  After that is done, you're ready to upload builds. 

Uploading Builds
If you haven't already, download the latest SDK from Steamworks.  This includes the tools needed to upload a build.  Steam has included a GUI to make publishing easy, but it's only available on Windows (others must set up scripts and use the command line).  For Windows users, go to the tools folder within the SDK folder and you should see the SteamPipe GUI in there.  Open it and fill out the fields with your game details.  While this tool is Windows-only, it can upload Mac and Linux builds too.  The build paths for depots are the paths to your published game files.  After filling out all the required fields, click Upload to send the builds to Steam.  After that, go to Edit Steamworks Settings > SteamPipe > Builds and set the branch for the build which is the default branch if you haven't added more.

Cloud Saves
While the SteamWrap extension does not use the API for cloud saves, you can tell Steam where the save files are located and that will allow you to use cloud saves.  After setting your byte and file quotas in the Steam Cloud Settings and saving, you'll see options to configure your save file paths.  Attached is an example of how I set up the paths for my game Isotiles so that cloud saving works on both PC and Mac.  Linux should work as well if you know the path to the save files.

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