Steamworks Documentation
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Transferring Applications

[/olist] [section]Effective Date[/section] The effective date of a transfer is the date that payments will begin to the new partner. The system defaults to an effective date of 7 days from the date the transfer is initiated. Management rights will transfer to the new partner on the effective date, or if the transfer was not approved ahead of the effective date, then it will transfer immediately after the transfer is approved. …

Free To Play Games

Note that this package will never become visible, but is important for our system to recognize the game as free. [docimg=Setup2.png]Setup2.png[/docimg] You can also change a game from paid to free. For more details, please see [doclink=#switching]Switching from paid to free[/doclink] [section]Selling Content for your Game[/section] Whether your game is Free to Play or paid, you have two ways to sell content for your game: DLC or in-game purchases (microtransactions). …

Getting Started for Players

It's the big central branded button on your controller that's typically reserved for system use -- the one with the Steam logo on the Steam controller, the Xbox logo on Xbox controllers, the PlayStation logo on PlayStation controllers, etc. …

Game Soundtracks on Steam

[b]Q: I'm already selling my soundtrack content as DLC. Can I use the new soundtrack system? How do I convert?[/b] A: There is a helper tool on the partner site to transition content from the old format to the new format. …

ISteamRemoteStorage Interface

Because Steam Cloud is cross platform the files need to have valid names on all supported OSes and file systems. See Microsoft's documentation on [url=https://msdn.microsoft.com/en-us/library/windows/desktop/aa365247(v=vs.85).aspx]Naming Files, Paths, and Namespaces[/url]. [*] The current user's Steam Cloud storage quota has been exceeded. …

Your application should take appropriate action to reload state from disk, and possibly notify the user. For example: The local system had been suspended, during which time the user played elsewhere and uploaded changes to the Steam Cloud. On resume, Steam downloads those changes to the local system before resuming the application. …

steamnetworkingtypes.h

(But note that this happens /// from within the application process, so unlike a TCP connection, you are /// not totally handing it off to the operating system to deal with it.) k_ESteamNetworkingConnectionState_Connected = 3, /// Connection has been closed by our peer, but not closed locally. /// The connection still exists from an API perspective. …

If a significant // proportion of connections terminates in an exceptional manner, // this can trigger an alert. // // 1xxx: Application ended the connection in a "usual" manner. // E.g.: user intentionally disconnected from the server, // gameplay ended normally, etc k_ESteamNetConnectionEnd_App_Min = 1000, k_ESteamNetConnectionEnd_App_Generic = k_ESteamNetConnectionEnd_App_Min, // Use codes in this range for "normal" disconnection k_ESteamNetConnectionEnd_App_Max = 1999, // 2xxx: Application ended the connection in some sort of exceptional // or unusual manner that might indicate a bug or configuration // issue. // k_ESteamNetConnectionEnd_AppException_Min = 2000, k_ESteamNetConnectionEnd_AppException_Generic = k_ESteamNetConnectionEnd_AppException_Min, // Use codes in this range for "unusual" disconnection k_ESteamNetConnectionEnd_AppException_Max = 2999, // // System codes. These will be returned by the system when // the connection state is k_ESteamNetworkingConnectionState_ClosedByPeer // or k_ESteamNetworkingConnectionState_ProblemDetectedLocally. …

ISteamNetworking Interface

[/td][/tr] [tr][td][b]nChannel[/b][/td][td]int[/td][td]The channel which acts as a virtual port to send this packet on and allows you help route message to different systems. 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. …

The type of data you send is arbitrary, you can use an off the shelf system like [url=https://developers.google.com/protocol-buffers/]Protocol Buffers[/url] or [url=https://capnproto.org]Cap'n Proto[/url] to encode your packets in an efficient way, or you can create your own messaging system. …

User Reviews

Along those lines, below are rules for things you shouldn’t do with regards to user reviews: [list] [*]Don’t attempt to abuse or artificially manipulate the review system. [*]Don’t solicit reviews in exchange for any games, DLC, money, or other rewards. The exception is sending a copy of your game to press or internet personalities to get previews or reviews. [*]Don’t ask customers to review your product from within your application. …

Stats and Achievements

One of the reasons for this is that even if a global wipe were to be done, games in-progress may not notice the wipe and write back in-memory values. Fortunately, there is an easy way to build a global wipe system into your game. To do so: [list] [*] Define a stat with a name like "Version" [*] Put a hardcoded stats version number in the game [*] Once stats have been loaded, compare the "Version" stat against your hardcoded version number [*] If they don't match, call [api]ISteamUserStats::ResetAllStats[/api] and then set the "Version" stat to the hardcoded number. …

Steam Frame Debugging

. [*][b]peakGpu(MHz)[/b]: The peak GPU clock, in Megahertz. [*][b]peakPower(W)[/b]: The peak total system power, in Watts. [*][b]refresh(Hz)[/b]: The headset's refresh rate (as set by the user in the SteamVR Settings for the application). [*][b]throttle[/b]: The frame limit, either set by the user through SteamVR Settings for the application, or by SteamVR when Motion Smoothing is active. [*][b]width[/b] and [b]height[/b]: The minimum resolution of any frame submitted by the application during the period since the last sample. …

User Authentication and Ownership

This eliminates the need for Steam users to do any sort of secondary login to 3rd party account systems. Additionally, if new 3rd party accounts can be automatically created and linked when a new SteamID is encountered, the Steam user will never have to be aware that a secondary authentication is taking place at all. …

ISteamParties Interface

[/td][/tr] [/table] If a user joins your party through other matchmaking (perhaps a direct Steam friend, or your own matchmaking system), your game should reduce the number of open slots that Steam is managing through the party beacon. For example, if you created a beacon with five slots, and Steam sent you two [apitype]ReservationNotificationCallback_t[/apitype] callbacks, and then a third user joined directly, you would want to call [b]ChangeNumOpenSlots[/b] with a value of 2 for unOpenSlots. …

ISteamGameServer Interface

[/td][/tr] [/table] Checks if any of the current players don't want to play with this new player that is attempting to join - or vice versa; based on the frenemy system. [b]Returns:[/b] [apitype]steam_api::SteamAPICall_t[/apitype] to be used with a [apitype]ISteamGameServer::ComputeNewPlayerCompatibilityResult_t[/apitype] call result. …

[/list][/td][/tr] [/table] [b]Associated Functions:[/b] [api]ISteamGameServer::AssociateWithClan[/api] [subsection=ComputeNewPlayerCompatibilityResult_t]ComputeNewPlayerCompatibilityResult_t[/subsection] Sent when the game server is checking if the new player is a good fit for the server based on the frenemy system. [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]m_eResult[/b][/td][td][apitype]steam_api::EResult[/apitype][/td][td]The result of the operation. …

Steam Workshop Implementation Guide

[section]Introduction[/section] Steam Workshop is a system of back-end storage and front-end web pages that make it easy to store, organize, sort, rate, and download content for your game or application. …

ISteamApps Interface

This method is preferable to launching with a command line via the operating system, which can be a security risk. In order for rich presence joins to go through this and not be placed on the OS command line, you must enable "Use launch command line" from the Installation > General page on your app. …

ISteamMatchmaking Interface

[b]Returns:[/b] int [subsection=AddRequestLobbyListCompatibleMembersFilter]AddRequestLobbyListCompatibleMembersFilter[/subsection] [code=cpp]void AddRequestLobbyListCompatibleMembersFilter( CSteamID steamIDLobby );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]steamIDLobby[/b][/td][td][apitype]steam_api::CSteamID[/apitype][/td][td][/td][/tr] [/table] Unused - Checks the player compatibility based on the frenemy system. [subsection=AddRequestLobbyListDistanceFilter]AddRequestLobbyListDistanceFilter[/subsection] [code=cpp]void AddRequestLobbyListDistanceFilter( ELobbyDistanceFilter eLobbyDistanceFilter );[/code] [table] [tr][th]Name[/th][th]Type[/th][th]Description[/th][/tr] [tr][td][b]eLobbyDistanceFilter[/b][/td][td][apitype]ISteamMatchmaking::ELobbyDistanceFilter[/apitype][/td][td]Specifies the maximum distance.…

[/td][/tr] [/table] Unused - Link two lobbies for the purposes of checking player compatibility using the frenemy system. You must be the lobby owner of both lobbies. [b]Returns:[/b] bool [b]true[/b] if the request was successfully sent to the Steam server. …

Templates for In-Game Actions Files

[code] "In Game Actions" { "actions" { "GameControls" { "title" "#Set_GameControls" "StickPadGyro" { "MoveCursor" { "title" "#Action_MoveCursor" "input_mode" "absolute_mouse" } "CameraPan" { "title" "#Action_CameraPan" "input_mode" "absolute_mouse" } "CameraZoom" { "title" "#Action_CameraZoom" "input_mode" "absolute_mouse" } } "Button" { "click" "#Action_Click" "cancel" "#Action_Cancel" "select" "#Action_Select" "inspect" "#Action_Inspect" "menu" "#Action_Menu" } } "MenuControls" { "title" "#Set_MenuControls" "Button" { "MenuUp" "#Menu_Up" "MenuDown" "#Menu_Down" "MenuLeft" "#Menu_Left" "MenuRight" "#Menu_Right" "Affirm" "#Menu_Affirm" "Cancel" "#Menu_Cancel" "Other" "#Menu_Other" "ScrollUp" "#Menu_ScrollUp" "ScrollDown" "#Menu_ScrollDown" "DismissMenu" "#Menu_DismissMenu" } } } "action_layers" { "title" "#Layer_Map" "Button" { "turn" "#Map_Turn" "next_colony" "#Map_NextColony" "prev_colony" "#Map_PreviousColony" } "title" "#Layer_Combat" "Button" { "next_unit" "#Battle_NextUnit" "prev_unit" "#Battle_PrevUnit" "retreat" "#Battle_Retreat" "attack" "#Battle_Attack" "move_unit" "#Battle_MoveUnit" } } "localization" { "english" { "Set_GameControls" "Game Controls" "Set_MenuControls" "Menu Controls" "Layer_Map" "Map Controls" "Layer_Combat" "Combat Controls" "Action_MoveCursor" "Move Cursor" "Action_CameraPan" "Pan camera" "Action_CameraZoom" "Zoom camera" "Action_Click" "Click" "Action_Cancel" "Cancel" "Action_Select" "Select" "Action_Inspect" "Inspect" "Action_Menu" "Menu" "Map_Turn" "End turn" "Map_NextColony" "Next Colony" "Map_PrevColony" "Previous Colony" "Battle_NextUnit" "Next Unit" "Battle_PrevUnit" "Previous Unit" "Battle_Retreat" "Retreat" "Battle_Attack" "Attack" "Battle_MoveUnit" "Move Unit" "Menu_Up" "Up" "Menu_Down" "Down" "Menu_Left" "Left" "Menu_Right" "Right" "Menu_Affirm" "Affirm" "Menu_Cancel" "Cancel" "Menu_Other" "Other" "Menu_ScrollUp" "Scroll Up" "Menu_ScrollDown" "Scroll Down" "Menu_DismissMenu" "Dismiss Menu" } } } [/code] [section=jrpg] Console-style JRPG[/section] A simple console-style JRPG where you move a character avatar around a map environment such as an overworld, dungeon, or town, and can interact with things. The game features a modal battle system that mostly uses the same basic menu-driven actions (up/down/left/right/select/cancel), but has some special commands like toggling a special power between targetting an individual and a group of enemies, skipping a character's turn, and pausing the game. …

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