. [*]Your game relies on a piece of Windows functionality that is not yet implemented fully in Proton. Proton is an ongoing project, and improving over time. When we encounter in-game issues during testing, we make a note, and will double back to retest your game as soon as we're able to add the required functionality to Proton.…
[docimg=AdminUI_publish.jpg]AdminUI_publish.jpg[/docimg] [*] [b]Enable Bundle[/b]: Click the green-colored 'Set Live' button to make your bundle live for customers. The bundle page itself should be visible immediately, but it will take a few minutes for the bundle to appear listed as a purchase option on each individual product page for the products in the bundle. …
[/b] Demos can display on a base game's store page in two different ways: [list] [*]a more subtle option in the right-hand side bar of the base game's store page. [*]a more prominent green box in the center of the base game's store page. [/list] You can toggle those display options manually. In your base game's Edit Store Page section, select the Special Settings tab and scroll down to Associated Demos to see these options. …
[/callout] [callout][b]Beta Test Your Sale Page[/b] - Before submitting your Sale Page for review, it's a good idea have someone who is unfamiliar with the project take a look at your event assets. Show them only your header banner and ask them to describe what your event is about and what kinds of games they would expect to find on the page. …
Make sure you are ready for the commitment of continuing to work on your product, receive feedback, and see your project through to completion. [b][i] Approximately how long will this game be in Early Access?[/i][/b] Be as specific as you can. If you don't have a target date range, explain why. …
You can create these packages by going to the “All Associated Packages, DLC, Demos And Tools” page and hitting the green “Create Standard Packages” button up top. You can also send us a note to get help any time, via the Support button at the top of this page. …
. [*] Don't rely on full-screen filters. If you provide preset modes for e.g. red/green colorblindness, also provide the ability to pick specific colors for each element. [/list] [subsection=contrast_controls]Contrast Controls[/subsection] [h4]Why is this tag important to players?…
[/b] Critical content should be placed within the template safe area indicated by the 940-pixel-wide lime green box. The artwork can bleed out to the sides and down the page as desired. For example, you can run the background artwork at 1789 pixels width with a gradient fade to a solid color on the sides and bottom and then set the page background color to match this solid color in Steamworks. …
Once you complete your registration checklist, be sure to save and confirm that your base game is registered for Next Fest. You should see a green checkmark on the App Landing Page. [docimg=successful_registration]successful_registration[/docimg] [subsection=workback]Workback Timeline[/subsection] The timeline below is a general example of what to expect and prepare for once you have registered. …
You can either: [list] [*]fall back to the image returned by [api]ISteamInput::GetGlyphForActionOrigin[/api] when you don't recognize an action origin [*]call [api]ISteamInput::TranslateActionOrigin[/api] to get the closest equivalent glyph that existed when the version of the Steamworks SDK existed, ex: PS6 Cross Button translated into PS5 Cross Button [/list] [callout=green] [h3]Poll continuously![/h3] Please note that the user can change their configuration at any time. To help with this, we've ensured the [api]ISteamInput::GetDigitalActionOrigins[/api] and [api]ISteamInput::GetAnalogActionOrigins[/api] functions are extremely cheap to call. …
It's the next best option to the real thing for providing an emulated 1:1 response. [callout=green][b]NOTE:[/b] Since this mode is seen by the game as a joystick, the sensitivity response is limited by the game's gamepad sensitivity settings. …
[b]Example:[/b] [code=cpp]void updateStateLoop() { switch( currentState ) { case MENU: SteamController()->ActivateActionSet( controllerHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamController()->ActivateActionSet( controllerHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamController()->ActivateActionSet( controllerHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamController()->ActivateActionSet( controllerHandle1, fightingSetHandle ); doFightingStuff(); break; } }[/code] [callout=green] [h3]Activate All Controllers[/h3] Oftentimes, you'll want to activate all the controllers at once, rather than a single device. …
[/td][/tr] [tr][td][b]nColorG[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The green component of the color to set (0-255).[/td][/tr] [tr][td][b]nColorB[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The blue component of the color to set (0-255).…
[b]Example:[/b] [code=cpp]void updateStateLoop() { switch( currentState ) { case MENU: SteamInput()->ActivateActionSet( inputHandle1, menuSetHandle ); doMenuStuff(); break; case WALKING: SteamInput()->ActivateActionSet( inputHandle1, walkingSetHandle ); doWalkingStuff(); break; case DRIVING: SteamInput()->ActivateActionSet( inputHandle1, drivingSetHandle ); doDrivingStuff(); break; case FIGHTING: SteamInput()->ActivateActionSet( inputHandle1, fightingSetHandle ); doFightingStuff(); break; } }[/code] [callout=green] [h3]Activate All Controllers[/h3] Oftentimes, you'll want to activate all the controllers at once, rather than a single device. …
[/td][/tr] [tr][td][b]nColorG[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The green component of the color to set (0-255).[/td][/tr] [tr][td][b]nColorB[/b][/td][td][apitype]steam_api::uint8[/apitype][/td][td]The blue component of the color to set (0-255).…