[/td][/tr] [tr][td][b]unIPServer[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP of the game server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.…
[/td][/tr] [tr][td][b]unIPServer[/b][/td][td][apitype]steam_api::uint32[/apitype][/td][td]The IP address of the game server in host order, i.e 127.0.0.1 == 0x7f000001.[/td][/tr] [tr][td][b]usPortServer[/b][/td][td][apitype]steam_api::uint16[/apitype][/td][td]The connection port of the game server, in host order.…
fromsteam=1&cartid=BA13522FE31&result=[RESULT]&orderid=[ORDERID]&steamid=[STEAMID]&name=[USERNAME]&cc=[CURRENCY]&auth=[AUTH]"> <input type="hidden" name="auth" value="9a38954f503bf38a16024a9ae9328e8fa780f5be"> <input type="hidden" name="lang" value="en"> <input type="image" src="checkout.png" alt="Checkout"> </form> [/code] [list] [*] appid - is your App ID number. [*] cart - is item definition index numbers separated by commas, with optional xN or *N quantity suffix. Order does not matter. Duplicates are treated as additional quantity. [*] total - is the expected total cost of the cart. …
[/list] The following strings will be substituted in the return url: [list] [*] [RESULT] - result code ( 0 = success, 1 = user declined, 2 = currency mismatch, 3 or above is a internal failure code ). [*] [ORDERID] - 64-bit unsigned decimal integer representing Steam "orderid"; can be used with ISteamMicroTxn/QueryTxn api to verify transaction details - blank if user cancelled. …
Most typically, such button pairs are aligned on the same diagonal axis (X and A, Y and B). Sub-inputs: [list] [*] "South" button (e.g. A) [*] "East" button (e.g. B) [*] "West" button (e.g. X) [*] "North" button (e.g. Y) [/list] [section]DPAD[/section] [docimg=input_dpad.png]input_dpad.png[/docimg] The Dpad, or digital pad, is a single physical input that houses four discrete digital inputs corresponding to the four cardinal directions. …
. [*]Once that's done, download the EAC SDK and find the Linux library ([i]\Client\Assets\Plugins\x86_64\libeasyanticheat.so[/i]) for the SDK version integrated with your game, rename it to [i]easyanticheat_x64.so[/i], and add it to your depot next to the Windows library ([i]EasyAntiCheat_x64.dll[/i]). [*]Lastly, on the Steamworks site, publish a new build of your game containing the new depot contents. …
. [*] [url=https://lttng.org/download]lTTng[/url] - a Linux tracing tool [*] [url=https://apitrace.github.io/]apitrace[/url] project - a set of tools for tracing and replaying OpenGL and OpenGL ES calls from your game [*] [url=http://www.rotateright.com/]Zoom[/url] - a CPU profiler with a powerful and friendly user interface [/list] [subsection]Linux APIs[/subsection] [url=https://www.khronos.org/vulkan/]Vulkan[/url] is the prefered library for high-performance graphics rendering. It is the open equivalent to DirectX12 and Metal. [url=http://www.opengl.org/documentation/]OpenGL[/url] was the older standard graphics rendering. A majority of games make direct calls to OpenGL but there are other games that use a translation method where legacy rendering code is translated into OpenGL calls. This is the approach used by older Valve Source games such as Team Fortress 2 and Counter-Strike: Source. If you choose OpenGL then we recommend using the core functionality in OpenGL 3.0 for your game. Simple DirectMedia Layer (SDL) version 2.0 provides low-level access to audio and windowing, amongst many other things. …
[section=available]Available Redistributables[/section] Available redistributables include Microsoft Visual C++, .NET, DirectX 9, OpenAL, XNA, and PhysX. The complete list of redistributables is always available on the [url=https://partner.steamgames.com/apps/installer/]Redistributables[/url] tab. …
For an introduction to anti-cheat and general best practices, we recommend that you watch the [url=http://steamcommunity.com/devdays]Steam Dev Days[/url] talk "Anti-Cheat for Multiplayer Games" ([docfile=AntiCheat.pdf]slides[/docfile]) https://www.youtube.com/watch?v=hI7V60r7Jco [subsection=GameBans]Game Bans[/subsection] [docimg=game_banned.png][/docimg] Game Bans allow you to utilize Valve’s banning infrastructure rather than implement your own ban tracking system. …
[section]Reviewing Store Presence[/section] Our review of your store presence typically takes 3-5 business days to complete, but you'll want to submit your page for review at least 7 business days before you want it live to account for potential changes you'll need to make. We'll send you any feedback if necessary, or if none is necessary, we'll mark your store page as "Ready for release". …
[section]Reviewing Product Build[/section] Our review of your game or software build prior to release typically takes 3-5 business days to complete, but we ask that you plan for at least 7 business days to ensure that we are able to review and approve in time for release and to allow for time in case an issue should arise. …
Exchange recipes are evaluated atomically by the Inventory Service; if the supplied components do not match the recipe, or do not contain sufficient quantity, the exchange will fail. For example: [code]exchange: 101x1,102x1;103x5;104x3,105x3[/code] Will allow the item to be exchanged for either one #101 and one #102, five #103s or three #104s and three #105s. …
[b]Example:[/b] [code=cpp]void CInventory::GrantTestItems() { SteamItemDef_t newItems[2]; uint32 quantities[2]; newItems[0] = 110; newItems[1] = 111; quantities[0] = 1; quantities[1] = 1; SteamInventory()->GenerateItems( &s_GenerateRequestResult, newItems, quantities, 2 ); }[/code] [subsection=GetAllItems]GetAllItems[/subsection] [code=cpp]bool GetAllItems( SteamInventoryResult_t *pResultHandle );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]pResultHandle[/b][/td][td][apitype]ISteamInventory::SteamInventoryResult_t[/apitype] *[/td][td]Returns a new inventory result handle.…
[/td][/tr] [/table] [subsection=P2PSessionRequest_t]P2PSessionRequest_t[/subsection] A user wants to communicate with us over the P2P channel via the [api]ISteamNetworking::SendP2PPacket[/api]. …
[subsection=P2PSessionState_t]P2PSessionState_t[/subsection] Connection state to a specified user, returned by [api]ISteamNetworking::GetP2PSessionState[/api]. …
Be sure to watch the YouTube video, which explains sale page structure and how to use some of the sections [url]https://youtu.be/9xJ6Tb1RQuY[/url] [subsection]Default Section Types[/subsection] [list] [*][b]Apps and Bundles[/b] - These are apps, packages, or bundles. …
[docimg=sectionType_Links.jpg]sectionType_Links.jpg[/docimg] [section]News And Events[/section] These are events posted via the Steam Events & Announcements tool [b]Carousel of three items[/b] [docimg=sectionType_Events.jpg]sectionType_Events.jpg[/docimg] [b]Section of two items[/b] [docimg=sectionType_Events_2.jpg]sectionType_Events_2.jpg[/docimg] [section]Dev/Publisher Home Page or Community Group Widget[/section] This will display a section with the selected Steam Curator or developer/publisher homepage, along with a 'follow' button and any linked social media accounts. …
The following is the list of stats from the Steamworks sample app Spacewar: [docimg=stats_spacewar.png]stats_spacewar.png[/docimg] [section]Step 2 - Encapsulating Stats work[/section] The following code is game independent and can be added to your game as you see fit. The class is fully functional as is but can be easily extended to meet any further needs. …
#include "steam_api.h" #include "isteamuserstats.h" #include "SteamStats.h" // Stats array which will hold data about the stats and their state Stat_t g_Stats[] = { _STAT_ID( 1, STAT_INT, "NumGames"), _STAT_ID( 2, STAT_INT, "NumWins"), _STAT_ID( 3, STAT_INT, "NumLosses"), _STAT_ID( 4, STAT_FLOAT, "FeetTraveled"), _STAT_ID( 5, STAT_AVGRATE, "AverageSpeed"), _STAT_ID( 7, STAT_FLOAT, "MaxFeetTraveled"), }; // Global access to Stats Object CSteamStats* g_SteamStats = NULL; ... …
[docimg=xboxone_controller.png]xboxone_controller.png[/docimg] The physical inputs are identical to the [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink], with a few small cosmetic differences: [*] The face buttons have a darker color scheme [*] The Dpad has a more traditional form factor [*] The Xbox guide (aka "home") button has a new design [*] The BACK and START buttons are now called VIEW and MENU and have new labels (two overlapping windows and a 3-line "hamburger menu"). …
([i]Recommendations: Whenever possible, we recommend you support the Deck's native resolutions of 1280x800 (preferred) or 1280x720.[/i]) [*][b]Text Legibility[/b]: Interface text must be easily readable at a distance of 12 inches/30 cm from the screen. In other words, the smallest on-screen font character should never fall below 9 pixels in height at 1280x800. ([i]Recommendations: We expect Steam Deck will be used in a wide variety of lighting and physical configurations, such as being connected to a TV, monitor or keyboard. …
Find all kinds of Steam-related videos on our Steamworks Development YouTube channel https://www.youtube.com/user/steamworksdev [section]Steamworks Socials[/section] For the latest on new features, tips, and updates. On X (Twitter): https://twitter.com/steamworks On Bluesky: https://bsky.app/profile/partner.steamgames.com…
[subsection=Background]Background[/subsection] To set the stage, you might start by watching or reading this Steam Dev Days 2016 presentation: [url]https://www.youtube.com/watch?v=7I4SiAiKqqk[/url] [url=http://cdn.akamai.steamstatic.com/apps/steamdevdays/slides2016/SteamController.pdf]Slides - PDF[/url] [url=http://www.gamasutra.com/blogs/LarsDoucet/20161012/283057/Steam_Dev_Days_Steam_Controller.php]Slides - HTML[/url] And for a specific applied example and case study, you should read this article: [url=http://www.gamasutra.com/blogs/LarsDoucet/20170125/289904/The_Steam_Controller_Configurators_Untapped_Power.php]The Steam Controller Configurator's Untapped Power[/url] With those two things under your belt, you're ready to dig into the nitty-gritty details of this document! …
[list] [*] [doclink=features/steam_controller/device/steam_controller]Steam Controller[/doclink] [*] [doclink=features/steam_controller/device/ps4_controller]Playstation 4 Controller[/doclink] [*] [doclink=features/steam_controller/device/x360_controller]Xbox 360 Controller[/doclink] [*] [doclink=features/steam_controller/device/xb1_controller]Xbox One Controller[/doclink] [*] [doclink=features/steam_controller/device/nsp_controller]Nintendo Switch Pro Controller[/doclink] [*] Steam Link App Mobile Touch Controller [*] Playstation 3 Controller [*] Any DirectInput gamepad [/list] [docimg=controllers.jpg]controllers.jpg[/docimg] Note that the terms "Playstation 4 controller", "Xbox 360 controller", and "Xbox One controller" also refer to any variant devices (such as fighting game joysticks) that use the same input protocol as the base model.…
[section=PerformanceGraph]Performance Graph[/section] You can turn on the in-headset performance graph from the Quick Access Menu: click the Clock button in the lower right hand corner of the Dashboard, then the Performance button, scroll down to VR Settings and toggle [b]Show Perf Overlay In VR[/b]. [docimg=steamframe-perfgraph2.png]steamframe-perfgraph2.png[/docimg] The overlay is made of 2 parts: a colored history graph representing game frame times and some raw numbers. …
In other words, they mean that your game is making framerate. [*][b]Yellow[/b] means your game is running at half rate (each submitted frame is taking between 1 and 2 vsync intervals to finish). [*][b]Red[/b] means your game is taking more than 2 vsync intervals to finish each frame. [*][b]Pink[/b] means SteamVR's compositor GPU preemption failed for some reason. …
[/td] [/tr] [tr] [td][b]Event Cover Image[/b][/td] [td][color=#ca5029]Required[/color][/td] [td]800px x 450px - Artwork and marketing copy for your event or announcement [doclink=store/assets/eventassets#cover]See details[/doclink][/td] [/tr] [tr] [td][b]Event Header Image[/b][/td] [td]Optional[/td] [td]1920px wide x 622px - Event artwork and logo. …
This will be posted within your publisher/developer homepage when you hit 'publish' [/list] [section]Required Artwork and Banners[/section] Download the full set of Photoshop templates here: [url=https://www.dropbox.com/scl/fo/mhf604o6bdbcfr1scq7bx/h?rlkey=9bk0ggiwuvs4o1jdnej4xsy0c&st=sb1voje6&dl=0] CURRENT TEMPLATES[/url] The minimum required banners and artwork are these two: [list] [*][b]Event Cover Image[/b] - This is the image that appears when your page is shared on social media and in lists on Steam [*][b]Store Sale Page Background[/b] - The image that appears at the top and background of your sale page. …