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Hello. I'm indie game developer and currently working on Offroad Mania — game for everyone, who like off road and challenge. Offroad Mania on Steam https://store.steampowered.com/app/1222040/Offroad_Mania/ Write me in Discord and I give free game keys https://discord.gg/S7qpVaB Free web demo https://html5.gamedistribution.com/268e3f7dc6e6481298fafa5f3cf9e911/ Features: — 120 levels with rocks, trees, bridges, springboards etc. — 5 amazing 4×4 off road cars for fun — Car physics based game — Car and driver customizing — Fun driving gameplay — Colorful and clean game graphics — Gamepad support — Fullscreen mode p.s. In the future, I plan to do free updates (new cars, new tracks, etc.). Therefore it is very important your feedback and suggestions. Thanks for comments! Contacts: Email: [email protected] Discord: https://discord.gg/S7qpVaB Twitter: @activegames
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To The Capital 2 is a game in the genre jRPG with classic turn-based battles in which you have to travel together with four heroes visiting a lot of cities, dungeons, mysterious places and fight with various bosses. It took almost 2 years to develop and finally we have reached this important event as the release of To The Capital 2! Big thank you to everyone who has followed our project. I hope our game will give pleasure to fans of the genre of jRPG, and beginners in it. https://store.steampowered.com/app/795120/To_The_Capital_2/
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Awesome HTML5Dev community..: BABYLONJS on STEAM!!! Appreciation for BABYLONJS and HTML5GAMEDEVS ... special thanks: The game is called BOXiGON: https://store.steampowered.com/app/842490/BOXiGON/ GOAL: the entire purpose is to TEST THE HTML5 MARKETPLACE. Including: - attempt at FaceBook "Instant" - "MS App Store". - and braving the "HTML5~Portal~Jungle"!!! PURPOSE: figure out the "3DWebPipeline" then BabylonJS (Cinematics) "Episodic Visual Novels" - ready to roll. Post here if you have questions or comments. BABYLONJS TEAM Thank you,
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After getting some interest here, I started documenting the steps required to get my Phaser game on Steam: Part 1 - Greenlight Part 2 - Making it Look and Feel Like a PC Game Part 3 - Making an Executable Part 4 - Steamworks Original thread: Recently, my game Curvatron (made with Phaser) got greenlit on Steam, which means it will be available on that store soon. For what I gathered, there doesn't seem to be any other Phaser game on Steam right now, but I'm sure some of you are interested in doing this eventually. If there is any interest, I could document my steps toward getting the game there, including stuff like getting on Greenlight, getting greenlit, implementing the Steamworks API with stuff like achievements andleaderboards, etc. Would you be interested in this?
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Hey guys! My name is Jesse, an indie dev from Finland. I've developed and self-published two commercial games on Steam; Silence of the Sleep and DISTRAINT: Deluxe Edition. Long story short, DISTRAINT is doing pretty well. I'll share some statistics here in case some HTML5 publishers are seeing this: 2865 reviews on Steam and 94% of them are positive Over 1,3 million downloads on Google Play (Free to play with ads and IAP to remove the ads) Over 63,000 ratings on Google Play and rating 4.9 / 5.0 Editor's Choice on Google Play DISTRAINT is doing great, and I recently started porting to HTML5. I've very little experience from HTML5 gaming, so I'm here to ask for your advice. Any idea where to go next? Any help would be greatly appreciated! Thanks, Jesse
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We recently launched our web-based CasinoRPG on mobile for iOS/Android using Cordova. We’ve now taken a similar approach for desktop and used Electron and Greenworks to build a PC/Mac app for Steam. CasinoRPG is an MMORPG that merges role-playing, tycoon, city-building and casino games. It is built using our own fork of the Isogenic Engine, which uses 2D HTML5 canvas. Download on Steam
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I've read a few articles on how phaser games can be deployed onto steam however I can't find anything related to how to store the data in this case. Essentially what i would want to do would be to create a game that runs on windows and save data locally instead of relying on the internet to handle save progress. Could anyone provide details on what options are available? Is it possible to still use local storage if the game is an exe file?
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Hey folks, I wrote a post on my blog that people looking to release their web-games on Steam etc. might find useful. Just repasting it below. Developing an HTML5 and JS game as a standalone application can be a murky process. Here's how to set yourself up right and make the testing and building fairly painless. This article was originally published on Koobazaur's Blog. Project Background I am currently working on HEADLINER, an experimental adventure game about controlling the news, swaying public opinion and keeping your family safe. Wanting easy distribution and testing, I began prototyping as a web game. As the project grew, it exceeded my initial estimates so I started considering a releasing as an desktop game. Needless to say, I needed a standalone build, and an easy pipeline. This tutorial is based on my own experiences and by all means not the only (or necessarily best) way to handle development. In fact, I'd love it if people commented with all the things I could do differently - always happy to learn Engine and Tools I chose to roll with Phaser, a great JavaScript engine that natively runs in a browser. I also got a few 3rd party plugins (such as debug or input fields), plus some legacy code from my earlier web prototypes. When time came to consider a standalone build, the best option as far as I can tell is NW.JS. It's basically a streamlined version of the chromium web browser that opens up a provided html file. In my case, simply dropping my web project in and pointing the package.json was enough to get it running. I'll spare you explaining how either of those tools work, the official documentation already does a good job of that. Let me get straight to setting up the environment for it. Development Folder Let's start off with an empty "root" folder that will contain everything you need. Inside it, you'll want to create a subfolder called "Dev", and inside it a subfolder "MyGameData." Put all the files for your web-based game here: JavaScripts, Phaser files, graphical/audio assets, and of course, the index.html. But keep your code and your assets in two separate folders, such as "js" and "assets" respectively. This is your main development folder. Everything is in once place and you can test directly in your browser, take advantage of Chrome/Firefox debugging tools, and whatever IDE you choose (I use Sublime). However, to allow your browser to load assets (images/audio) from your hard drive, you'll need to pass some params. So create a shortcut to your browser similar to this: "C:\Program Files (x86)\Google\Chrome\Application\chrome.exe" PATH\MyGameDev\Web\index_web.html --allow-file-access-from-files Debug Standalone Now the fun starts! In the "Dev" folder (where "MyGameData" folder lives). Drop NWJS SDK Build. Edit the package.json to point to the MyGameData/index.html file. That's it - now your game plays both in browser and with NW.JS. At this point you'll like want to make numerous code changes, like adding a quit button ( nw.Window.get().close(true); ), logging errors to a file, support for resizing / fullscreen etc. Using the SDK build of NW.JS you get access to the development console (F12) and can debug the new code just as easily as in the browser. Release Standalone Now we need to get the standalone ready for distribution. Make a copy of index.html and call it "index_release.html." The difference is that in the web version, you likely just include all your JS files directly. In the standalone, you'll want to instead include the binary code file built by NWJS. More on that later, but here's the basic code snippet to replace the manual include of all your JS files: <script> nw.Window.get().evalNWBin(null, 'MyGameData/MyGameJS.bin'); </script> Next, in your root folder, create a new folder called Release and unzip all the NWJS non-SDK build files there. Building the Release Version So how do we get our webgame to work as NWJS standalone ready for distribution? Here's the rough steps: Clear data from last build Create a MyGameData subfolder inside the Release Folder Copy the index_release.html (renaming to index.html) as well as your assets folder into Release\MyGameData (but NOT the JavaScripts) Copy your package.json from Dev to Release folder Combine all your JavaScript files into a single file Run NWJC.exe to compile the combined JS file into a binary (GameJS.bin) Move GameJS.bin to your MyGameData folder Play the game! Fun little checklist to run through each time you want to test a new build, isn't it? That's why I made a little batch script that does this all of this for us, automatically. Just create a file titled Build_Release.bat in your root folder with the following code, adjusting to match your own project: echo off set DEVDIR=Dev set SRCDIR=%DEVDIR%\MyGameData set RELEASEDIR=Release set RELEASEDATADIR=%RELEASEDIR%\MyGameData echo --------------------------------- echo Removing Old Data files... rmdir /S /Q %RELEASEDATADIR% mkdir %RELEASEDATADIR% echo --------------------------------- echo Copying Data Files... copy %SRCDIR%\index_release.html %RELEASEDATADIR%\index.html copy %SRCDIR%\changelog.txt %RELEASEDATADIR%\ copy %DEVDIR%\package.json %RELEASEDIR%\package.json xcopy /s %SRCDIR%\assets %RELEASEDATADIR%\assets\ echo --------------------------------- echo Combining JavaScripts... copy /b %SRCDIR%\js\phaser.js+%SRCDIR%\js\phaser-debug.js+%SRCDIR%\js\main.js %DEVDIR%\js_built.js echo --------------------------------- echo Building Javascripts Binary... cd %DEVDIR% nwjc js_built.js MyGameJS.bin del js_built.js cd .. move %DEVDIR%\MyGameJS.bin %RELEASEDATADIR%\MyGameJS.bin pause Phew! Now let's explain how this works, and the lines you need to adjust it for your project. The SET commands just set up the paths, which should be fairly self explanatory. Set these to your folder names, if different. RMDIR / MKDIR - deletes old data and creates a new folder for it " Copying Files..." - the COPY and XCOPY commands copy your index, assets and package.json (surprise!). Add more copy commands if you have more files you need for your game, or just stick em in the assets folder. "Combining JavaScripts..." - the copy command, with /b and + means it will copy and combine multiple files into one. Ideally we'd use recursive copy command with *.js wildcard to automatically fetch all JavaScript files, but in my case, I wanted to exclude some files and also be able to specify the include order. So adjust the list of JS files to combine, or do it with a wildcard "Building Javascripts Binary..." - this last steps runs the NWJC.exe to compile your combined JS file into the binary used by NWJS, finally moving it to your release MyGameData folder. I couldn't get NWJC to work properly with sub folder pathnames for some reason, hence ended up using the CD commands to switch Current Directory And that's it! Now run the BAT file and, if you didn't make any typos, your Release game is ready for playing. Just go inside, run nw.exe and your game should run! Well, at least it does on my end So how does all this work? So here's what we end up with: Dev/MyGameData - your whole game, everything, in one place and instantly testable in a browser. Hit F5 to refresh to see code changes instantly. Dev - standalone build with the debug SDK, allowing you to use the NWJS console and dev tools. Great for pre-release testing features specific to NWJS, or sending to testers. Release - the final build you'll want to release to your eager gamers The whole process of going from web development, to standalone, and finally release build, becomes a matter of running the batch script. Not so daunting anymore, innit? It also makes it easier to back up, just zip up Dev/MyGameData folder! But you should be using source control regardless. Other Considerations This is just the basic framework for setting up your environment, so there's probably a few more tweaks you'd like to make such as: Edit your package.json for your standalone (resizable? fullscreen? toolbar? icon?) Just read the documentation Potentially have separate package.json for release and debug builds Modify your code to save console.log() calls and errors to a file Rename nw.exe to MyGame.exe Change the icon of MyGame.exe (which will require some hacking as per the documentation) Add a command in the batch file that also ZIPs up the release folder for easier distribution You will also likely want to modify your code a bit to take advantage of the standalone nature of the game, such as properly resizing the game canvas to fill the window or adding a bonafide quit button. As a last nugget of wisdom, here's a little global var I use anywhere in my code to distinguish between the web and standalone builds: cfgIsStandalone = (typeof nw !== 'undefined') && (nw != null); Good luck and have fun! Leave a comment if you have any other tips to add. About the Author Hi! I am a Polish-American, Game Dev and web consultant. I founded Unbound Creations, focusing on story-rich and introspective games. I published two commercial titles so far (“Postmortem: one must die” and “Karaski”), soon to add my third, and a few free web games as well. My titles have been a finalist at the Pixel Heaven Fest 2015 in Warsaw Poland, and on display at VALA Art Center in Redmond. Check out my Blog for more nuggets of ill-advised wisdom!
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CasinoRPG is an MMORPG that merges role-playing, city-building, tycoon and casino games. We launched the game on the web in 2014 and have continued to roll out frequent updates over the last several years. The game is built with our own fork of the Isogenic Engine and we’ve recently been working on desktop applications for the game. So, today we launched the game on Steam Greenlight and would really appreciate getting your support with a vote! We’d also love to hear any feedback as we continue to evolve and improve the game every day. Vote on Greenlight Play in Browser
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Hi! The last few months we worked really hard on our game - “Heroes of Myths”. We decided to try our hand on Steam Greenlight. Please support us and vote for the game on Greenlight - http://steamcommunity.com/sharedfiles/filedetails/?id=870933198&tscn=1488471355 Thank you very much!
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Ever wonder what would happen if your gamepad's buttons came to life? Join square in his adventures, save Hexagon and Trapezoid from the hands of Evil Pen! Bad Pad is platformer game mixed with a little arcading, shooting, puzzle solving and metroidvania elements, that being said it is still a platformer, so expect a lot of jumping and fair amount of dying along the way. Bad Pad is available for Early Access on Steam now! Devblog, free demo, media kit and more can be found here.
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I've started a series of tutorials for Phaser developers on how to design and publish a game aimed at Desktop, Console and Mobile and publish it in the Windows 10 Store and on Steam Greenlight. This is based on my experiences developing and releasing http://www.mekphobia.com The series will also cover targeting other platforms (such as Android and iOS) with the same code base. You can find the first of these tutorials at: http://www.mekaphobia.com/developers/introduction.htm
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Heya! I've been a long-time lurker on these fine forums, and I hope to change that by becoming an active and valuable member here. There are a lot of great like-minded developers to communicate with and share in our common interest; game dev with HTML5 technologies. The entire team on this title is very humble and open. If you need a re-tweet or just want to chat, feel free to give get in touch! We love helping out other devs. Finally, for my first post, I want to share a Kickstarter funded project I have been working on with 4-other talented developers: Game Website: http://www.shadowsofadam.com/ Developer: Something Classic Games LLC. Developer Website: http://www.somethingclassic.net/ Developer Blog: http://blog.somethingclassic.net/ Press Kit: Press Kit Buy: Direct | Humble Store | Steam All pre-orders receive instant access to the beta. Shadows of Adam is the self-proclaimed modern day successor to the oft-heralded classic JRPGs of the ‘90s. A shining example of sensibility through contemporary design. Its incredible story is backed by world-class pixel art and nostalgia-inducing music that you’ll be humming for decades to come. Random encounters, mindless dungeons, and empty dialogue are all tossed aside, favoring instead, substance through simplicity: only the choicest cuts of story make the game; every battle provides a meaningful challenge; each map is its own expression of exploration and beauty.The story follows an outcast with a fearful power who ventures out into the unknown world to save her father and herself. Along the journey, dangerous foes present an ever-growing challenge, and players will have to level up, find equipment, and learn new skills to overcome them. Combat takes place in a traditional turn-based battle system, albeit an upended one. Notable mainstays like ability points have been redesigned from the ground up to support faster paced battles where using powerful skills is an every round affair, and the only way to succeed is through careful planning. Dungeon exploration takes a similar turn where intent and purpose help drive the player’s decisions. Whether riding hot air vents in a smoldering volcano, battling Cthulhu-like plant monsters in a murky swamp, or solving puzzles crafted by ancient practitioners of magic, every step and turn in Shadows of Adam promises to offer some novel experience, guaranteeing thrills and twists that will keep players guessing until the very end. More Screenshots: http://www.shadowsofadam.com/ 16-bit JRPG glory with a modern design 10-12 hours of gameplay (12-14 if you never figure out how to run) Delicious graphics (consume raw at your own risk) A deep, character-driven story with lots of humor Blazing fast battles that will set your pants on fire No random battles. Monsters are on screen, waiting for you to thrash them! Four playable heroes with unique skills Save anywhere! Inspired music you will find yourself humming twenty years from now Suplex dragons Revel with clean freak pirates Sneak past gambling addicted guards Learn novel new swear words Sample strawberry flavored potions Evade taxes at a booming black market Deface ancient graves Run from the cabbage lady Eat the mushroom sauce of a lunatic witch (with a fork) Stomp through an old man's house in the middle of the godforsaken night Why are you still reading this? Get the game! Developed by: Connect: Twitter: @SomethingClassc Facebook: Something Classic Games Kickstarter: Kickstarter Technical: IDE: Webstorm 10 Development Server: WAMP Version Control: GIT via GitHub Game Engine: ImpactJS Programming Language: JavaScript, PHP Level Editor: Weltmeister Code Debugging: TraceGL / Webstorm Bug Tracking: Trello Binary Distribution: Electron File Sharing: Dropbox / FTP / Google Drive Game Script / Design Document: Google Docs Team Communication: Slack / Email more Info:Tools of the Trade Choice Development Articles from our blog other developers may enjoy: The role of the Composer Budgeting the Art Costs of an RPG: Part 1 Budgeting the Art costs of an RPG: Part 2 Budgeting the Art Costs of an RPG: Part 3 Jump Inside My Head and Let's Map!
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Hello, we just released a new MMO game on Steam : Battlestick. The game is also playable at http://battlestick.net What is your ping please? We have install a new server (Canada based) and we would like to be sure US players don't have too much ping. Also, Battlestick is made with PhaserJS using web-socket + NodeJS/MongoDB We have received more than 35 000 players in 4 days We hope this will continue so let me know please if you have suggestions or any ideas. Thanks in advance !
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Hello, Has anyone a game on steam with the help of a publisher? I wonder how do you see stats for the game. Thanks
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GunnSwitch is a HD 2d hardcore shooter with a hardcore Psytrance soundtrack, coming to Steam in 2017! Mobile Version this Fall! GunnSwitch, Cidade AP's next project for PC and STEAM features a Psytrance soundtrack produced by some of the most talented artists from around the globe. GunnSwitch will be a clash of hardcore gaming VS hardcore Psytrance! LINKS: 1st Trailer GunnSwitch Home Page Facebook Page Twitter Twitch.TV to follow our live dev blog sessions, join contests and have a blast! We will be sharing the story of our development with you as we go, we're just getting started! We are happy to answer any questions you may have. Cheers
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The story began when my very old game got Greenlit 3 years after submission and I've decided to make a HQ remake. «Fly, Glowfly!» is an unusual logic game – a combination of the level editor, arcade game and labyrinth. Your goal is to help Glowfly to collect all bonuses on the level and reach the finish by placing different blocks on its way. In the beginning this game will resemble some puzzle, but next levels are almost hardcore - you need good reaction to win! Lots of different mechanisms, work of which is required for completing levels, makes the game addictive, different and sometimes even hardcore! Right now there are demos for Windows, Android and WebGL (the last one is not optimizet for mobiles yet!): WebGL Windows Android Video: Screens: Any feedback is highly apperciated P.S.: Although this is HTML5 games forum and I have HTML5 fully functional (beside some GFX) demo, for best experience check out Windows one.
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Hi there, I have been wondering for some time now, if it is a possibility to convert my current and/or future HTML5 games to native desktop applications. I have seen that there is some chrome/webkit frames as well as some other frameworks like Adobe Air. Which should I use, does anyone of you have any experience with this?
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Hi, I've been working on this project since Jan 2013. Basically is a adventure side scrolling game ala Zelda 2 style. View Trailer http://www.youtube.com/watch?v=AfB-yhq5pqE Play Demo in browser http://elliotquest.com/demo The game is programmed in javascript using impactjs engine. some of the features include: • An expansive island to explore with over 16 unique bosses • Customize your character with an engaging Level Up System • Chain attacks to make enemies drop more items • Experiment with different magic attacks to defeat Elliot’s enemies • Solve puzzles to find hidden crystals and access secret areas • Hunt powerful monsters to find powerful weapons • 3 unique endings based on your decisions • Original Music by Michael Chait -- listen at https://soundcloud.com/michael-chait-music/sets/elliot-quest • Well-balanced gameplay that’s easy to pick up but difficult to master PS I plan to sell the game so if you like it consider voting on steam greenlight.
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Hey there The game we've been working on (team of 3 people - designer, developer and music/sound/voice guy) for a little over a year has been finally released. It's not made with HTML5, so I'm not putting it in the Game showcase section - but I really wanted to show you that game (after one year in development I just want to show it to everybody;) So - it's the RTS game about the Battle of Britain called "The Few". The player controls the whole RAF, create squadrons, train pilots and than fight (on the tactical screen) some epic air fights with incoming Luftwaffe squadrons. The game has been released on Gamers Gate as well as few other stores. We're selling it by ourselves via SellBox as well. So - if you would like to check it out, comment, ask questions etc. - go ahead:) Here's the trailer for it (btw. can you add the video to posts somehow?) And finally - you can download the game from here: https://sellboxhq.com/l/A6md/TheFew-PC Using the code HTML5 will give you 30% discount:) And again - comments and questions about the game are welcome;)