Ini biasanya mencakup skor ulasan, ulasan tertulis yang terperinci, dan kutipan dari organisasi tersebut yang bisa kamu gunakan untuk dijadikan sebagai bahan pemasaran game-mu. Menambahkan ulasan tidak diwajibkan, tapi beberapa pengembang menganggapnya berguna untuk pemasaran game-nya. …
[docimg=reviewinput.png]reviewinput.png[/docimg] Info pada ulasan mencakup Nama Organisasi, URL ulasan, skor ulasan (bisa dikosongkan jika kamu mau), kutipan yang bisa dijadikan bahan pemasaran, dan bahasa kutipannya. (Kamu bisa menerjemahkan kutipannya ke bahasa lain) [b]Beberapa pedoman:[/b] [list][*]Ulasan harus akurat dan kamu harus memilki izin untuk mempostingnya. [*]Kutipan harus pendek (Idealnya 1 atau 2 kalimat pendek). [*]Jika memungkinkan, terjemahkan kutipannya. …
[/list] [/list] [/list] [b]Contoh Respons:[/b] [code=json] { "response": { "result": "OK", "params": { "count": 4, "orders": [ { "orderid": "1233", "transid": "1234567890123456788", "steamid": "76561197972751825", "status": "PartialRefund", "currency": "USD", "time": "2024-01-23T18:30:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:15:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Refunded" }, { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1234", "transid": "1234567890123456789", "steamid": "76561197972751825", "status": "Failed", "currency": "USD", "time": "2024-01-23T18:40:30Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:00Z", "items": [ { "itemid": 100, "qty": 1, "amount": 99, "vat": 9, "itemstatus": "Failed" } ] }, { "orderid": "1235", "transid": "1234567890123456790", "steamid": "76561197972751825", "status": "Succeeded", "currency": "USD", "time": "2024-01-23T18:40:40Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:39:30Z", "items": [ { "itemid": 101, "qty": 1, "amount": 1299, "vat": 116, "itemstatus": "Succeeded" } ] }, { "orderid": "1236", "transid": "1234567890123456791", "steamid": "76561197972751825", "status": "Chargedback", "currency": "USD", "time": "2024-01-23T19:55:00Z", "country": "US", "usstate": "WA", "timecreated": "2024-01-23T18:40:00Z", "items": [ { "itemid": 102, "qty": 1, "amount": 999, "vat": 89, "itemstatus": "Chargedback" } ] } ] } } } [/code] [section=GetUserAgreementInfo]GetUserAgreementInfo[/section] [code=http]GET https://partner.steam-api.com/ISteamMicroTxn/GetUserAgreementInfo/v2/[/code] [table] [tr][th]Nama[/th][th]Jenis[/th][th]Diperlukan[/th][th]Deskripsi[/th][/tr] [tr] [td][b]key[/b][/td][td]string[/td] [td]✔[/td] [td]Web API Steamworks [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]key penerbit[/url] dengan perizinan [b]Transaksi Mikro[/b].…
[/list] [/list] [/list] [b]Contoh Respons:[/b] [code=xml] <response> <result>OK</result> <params> <state>WA</state> <country>US</country> <currency>USD</currency> </params> </response> [/code] [section=InitTxn]InitTxn[/section] [code=http]POST https://partner.steam-api.com/ISteamMicroTxn/InitTxn/v3/[/code] [table] [tr][th]Nama[/th][th]Jenis[/th][th]Diperlukan[/th][th]Deskripsi[/th][/tr] [tr] [td][b]key[/b][/td][td]string[/td] [td]✔[/td] [td]Web API Steamworks [url=https://partner.steamgames.com/doc/webapi_overview/auth#publisher-keys]key penerbit[/url] dengan perizinan [b]Transaksi Mikro[/b].…
Kami telah melihat beberapa game yang menggunakan format tersebut di seluler dan berpindah ke model premium di PC dan berjalan dengan baik, di mana semua konten bisa dibuka dan tak dibatasi. Jika sesuai, ada opsi di Steam untuk menjual konten tambahan sebagai [doclink=store/application/dlc]DLC atau ekspansi[/doclink], tapi game intinya harus memiliki akses penuh tanpa memerlukan pembelian tambahan. …
issueid=929]Bantuan Partner[/url] kami agar tim kami bisa menilai ulasan-ulasannya dan memberikan info lebih lanjut. [b]Q. Apakah saya bisa menggunakan Ulasan Pengguna Steam dalam bahan pemasaran saya?[/b] A. Jika kamu ingin menggunakan ulasan pengguna dalam bahan pemasaranmu, silakan hubungi pengguna untuk meminta izin. …
[/b] A: Seiring waktu, kami telah melihat banyak jenis pendekatan dari game terhadap penentuan harga. Dulunya, grafik kami hanya menyertakan game premium, tapi itu jadi menutup keberadaan game-game populer yang gratis atau murah, di mana pemain biasanya membelanjakan Pas Musiman, ekspansi besar, atau berbagai jenis konten baru lainnya. …
[subsection]Menggunakan aksesori[/subsection] Untuk benar-benar menerapkan stiker ke item, panggil [doclink=api/ISteamInventory#ExchangeItems][/doclink] (membuat) metode dari SDK Steamworks (atau via Web API dari server terpercaya). Berikan stiker dan item yang dapat dikustomisasi sebagai bahan dan tentukan jenis target ItemDef yang sesuai dengan item yang dikustomisasi orisinal. Ini akan menerapkan tag_tool dan memperbarui target. …
If the connection handle is invalid, -1 is returned. If no data is available, 0, is returned. The order of the messages returned in the array is relevant. Reliable messages will be received in the order they were sent (and with the same sizes --- see SendMessageToConnection for on this subtle difference from a stream socket). …
([apitype]steamnetworkingtypes::SteamNetworkingMessage_t[/apitype]::m_nConnUserData might also be useful.) Delivery order of messages among different connections will usually match the order that the last packet was received which completed the message. …
[b]Jika kamu menyertakan Pas Musiman sebagai bagian dari opsi prapesan, halaman toko Pas Musiman harus terlihat.[/b] [section]Menyertakan Pas Musiman dalam Edisi Deluxe/Premium Game-mu[/section] Pas Musiman dapat disertakan dalam edisi Deluxe atau edisi premium game-mu yang lainnya. Untuk melakukannya, buat DLC Pas Musiman menggunakan langkah-langkah yang sama yang diuraikan di halaman dokumentasi ini. …
[subsection]Situation[/subsection] You've got a released game with customers already playing it and you need to rename your exe. [subsection]Solution[/subsection] The order of operations can matter here, as setting a build live doesn’t go through the publish process but changing the launch options does. …
For more info on how to use the Steamworks Web API please see the [doclink=webapi_overview][/doclink]. [section=RankedByPublicationOrder]RankedByPublicationOrder[/section] [code=http]POST https://partner.steam-api.com/ISteamPublishedItemSearch/RankedByPublicationOrder/v1/[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Required[/th][th]Description[/th][/tr] [tr][td][b]key[/b][/td][td]string[/td][td]✔[/td][td]Key autentikasi penerbit untuk Web API Steamworks.…
Beberapa opsi yang dapat dipertimbangkan: Ganti jenis game-mu menjadi game premium (sekali beli) atau F2P dengan transaksi mikro atau konten tambahan sebagai DLC. Silakan lihat artikel [doclink=/marketing/advertising]Beriklan di Steam[/doclink] untuk rinciannya. …
Pertimbangkan beberapa hal berikut ini terlebih dahulu jika kamu ingin menyediakan demo: [olist] [*] Kualitas – Demo biasanya menjadi bahan pertimbangan bagi pelanggan dalam memutuskan untuk membeli game-mu. Pastikan demo berkualitas tinggi dan sesuai dengan pengalaman bermain yang sebenarnya. [*] Waktu – Waktu perilisan demo juga penting. …
[subsection=CreateQueryUserUGCRequest]CreateQueryUserUGCRequest[/subsection] [code=cpp]UGCQueryHandle_t CreateQueryUserUGCRequest( AccountID_t unAccountID, EUserUGCList eListType, EUGCMatchingUGCType eMatchingUGCType, EUserUGCListSortOrder eSortOrder, AppId_t nCreatorAppID, AppId_t nConsumerAppID, uint32 unPage );[/code] [table] [tr][th]Nama[/th][th]Jenis[/th][th]Deskripsi[/th][/tr] [tr][td][b]unAccountID[/b][/td][td][apitype]steam_api::AccountID_t[/apitype][/td][td]ID Akun tempat UGC akan diminta. …
([apitype]ISteamUGC::k_EUserUGCList_VotedOn[/apitype], [apitype]ISteamUGC::k_EUserUGCList_VotedUp[/apitype], [apitype]ISteamUGC::k_EUserUGCList_VotedDown[/apitype], [apitype]ISteamUGC::k_EUserUGCList_WillVoteLater[/apitype], [apitype]ISteamUGC::k_EUserUGCList_Subscribed[/apitype])[/td][/tr] [tr][td][b]eMatchingUGCType[/b][/td][td][apitype]ISteamUGC::EUGCMatchingUGCType[/apitype][/td][td]Digunakan untuk menentukan jenis UGC yang diminta.[/td][/tr] [tr][td][b]eSortOrder[/b][/td][td][apitype]ISteamUGC::EUserUGCListSortOrder[/apitype][/td][td]Digunakan untuk menentukan urutan pengurutan daftar.[/td][/tr] [tr][td][b]nCreatorAppID[/b][/td][td][apitype]steam_api::AppId_t[/apitype][/td][td]Harus berisi AppID milik aplikasi tempat item dibuat. …
[section]Ringkasan[/section] In order to help developers understand the usage of the Steamworks API we have included source code for a fully functional version of the classic [b]Spacewar!…
[/b] API Usage shown: [list] [*] [b]Client API Initialization[/b] -- You'll need to initialize the API early during app startup, and you'll see how this is done inside of the [code-inline]RealMain()[/code-inline] function in [code-inline]Main.cpp[/code-inline]. [*] [b]API Error/Warning logging[/b] -- During development you may want to get some logging output from the Steam APIs in order to help debug problems. You can see an example of setting up debug logging inside the [code-inline]RealMain()[/code-inline] function where [api]ISteamClient::SetWarningMessageHook[/api] is called. [*] [b]Crash reporting[/b] -- You may wish to use Steam's built in minidump crash reporting in your games. …
[subsection=SteamGameServer_Init]SteamGameServer_Init[/subsection] [code=cpp]inline bool SteamGameServer_Init( uint32 unIP, uint16 usSteamPort, uint16 usGamePort, uint16 usQueryPort, EServerMode eServerMode, const char *pchVersionString );[/code] [table] [tr][th]Nama[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]unIP[/b][/td][td]uint32[/td][td]The IP address you are going to bind to. (This should be in host order, i.e 127.0.0.1 == 0x7f000001). You can use INADDR_ANY to bind to all local IPv4 addresses.[/td][/tr] [tr][td][b]usSteamPort[/b][/td][td]uint16[/td][td]The local port used to communicate with the steam servers.…
The IP can be a mapped IPv4 address void SetIPv4( uint32 nIP, uint16 nPort ); // Sets to IPv4 mapped address. IP and port are in host byte order. bool IsIPv4() const; // Return true if IP is mapped IPv4 uint32 GetIPv4() const; // Returns IP in host byte order (e.g. aa.bb.cc.dd as 0xaabbccdd). …
inline bool ParseString( const char *pszStr ); union { uint8 m_ipv6[ 16 ]; struct // IPv4 "mapped address" (rfc4038 section 4.2) { uint64 m_8zeros; uint16 m_0000; uint16 m_ffff; uint8 m_ip[ 4 ]; // NOTE: As bytes, i.e. network byte order } m_ipv4; }; uint16 m_port; // Host byte order /// See if two addresses are identical bool operator==(const SteamNetworkingIPAddr &x ) const; }; [/code] [section=connection_status]Connection status[/section] These types are used to describe the status of a connection. …
You'll have to call [api]ISteamNetworking::ReadP2PPacket[/api] on the other end with the same channel number in order to retrieve the data on the other end. Using different channels to talk to the same user will still use the same underlying P2P connection, saving on resources. …
This is useful if you want to send a set of smaller messages but have the coalesced into a single packet. Since the reliable stream is all ordered, you can do several small message sends with [code-inline]k_EP2PSendReliableWithBuffering[/code-inline] and then do a normal k_EP2PSendReliable to force all the buffered data to be sent.…
It's advisable to keep trying until the call is successful. This call can be rate limited. Call frequency should be on the order of minutes, rather than seconds. You should only be calling this during major state changes such as the end of a round, the map changing, or the user leaving a server. …
If the purchase process was started successfully, then [code-inline]m_ulOrderID[/code-inline] and [code-inline]m_ulTransID[/code-inline] will be valid in the [apitype]ISteamInventory::SteamInventoryStartPurchaseResult_t[/apitype] call result. …
Game-mu harus mendaftarkan handler callback [api]ISteamUser::MicroTxnAuthorizationResponse_t[/api] untuk menerima pemberitahuan terkait persetujuan atau penolakannya. Hasil callback akan berisi AppID, OrderID, dan status otorisasi transaksinya. Game-mu bisa mengirimkan hasilnya ke server pembelianmu agar transaksi dapat diselesaikan. Lihat dokumentasi [doclink=sdk/api#callbacks]Callback[/doclink] untuk rincian lebih lanjut. [*] [b]Langkah 5[/b] Server pembelianmu menggunakan perintah API [webapi]ISteamMicroTxn/FinalizeTxn[/webapi] untuk menyelesaikan transaksi dengan parameter berikut ini: [list] [*] ID Pesanan - ID pesanan yang dibuat untuk memulai transaksi. [*] AppID - ID unik game Steam-mu. …