Steamworks Documentation
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Participating in Third-Party Sales Events

In either case, once you're game's been invited, here are the next steps involved:[list] [subsection]1. Decide if You Want to Participate[/subsection] Events come in many shapes and sizes. Some only exist on Steam but others have a much larger presence, for example via an award show, a convention hall, or a global broadcast. …

Testing On Steam

Here are some options for testing with your internal dev team. [subsection]Option 1: Add employees to your Steamworks account[/subsection] The best way to enable these employees to test is by adding them to your Steamworks account. …

Step by Step: Achievements

[introblock=Achievements_1.gif] [h5]In Brief[/h5]Use achievements to reward players for hitting certain milestones or for interacting with your game in particular ways. …

They don't require any additional code, and your game unlocks achievements in a set using the same API names and calls described in this guide. [section]Step 1 - Defining your game's Achievements[/section] Achievements are application specific and are setup on the [url=https://partner.steamgames.com/apps/achievements/]Achievement Configuration[/url] page in the Steamworks App Admin backend. …

Sale Page Tools - Section Types

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. …

Downloadable Content (DLC)

[section]Best Practices[/section] DLC can be a great way to offer value to the customers that are interested in investing deeper in the product, it can also have non-monetary costs of customer perception that are harder to measure. It might not be a good idea to launch with a DLC on day 1 as customers may perceive that the full game was ready to release but you chose to take away content from the game to make more money through a paid DLC. …

Step by Step: Leaderboards

This tutorial distills that information found in Spacewar and the leaderboards API found within [api]ISteamUserStats[/api] down to just the necessary information required for Steam Leaderboards to keep things as straightforward as possible. [section]Step 1 - Defining your game's Leaderboards[/section] Leaderboards are application specific and are setup on the [url=https://partner.steamgames.com/apps/leaderboards/]Leaderboard Configuration[/url] page in the Steamworks Partner Site. …

Developer And Publisher Homepages

[section=broadcast]Broadcasting to Your Page[/section] [color=yellow]Instructions for v1 homepages[/color] You can configure the Creator home page to receive live broadcast. This can be enabled on the settings page of your admin panel (Admin->Edit Creator Settings). …

ISteamScreenshots Interface

[table] [tr][th]Name[/th][th]Value[/th][th]Description[/th][/tr] [tr=k_EVRScreenshotType_None][td][b]k_EVRScreenshotType_None[/b][/td][td]0[/td][td][/td][/tr] [tr=k_EVRScreenshotType_Mono][td][b]k_EVRScreenshotType_Mono[/b][/td][td]1[/td][td][/td][/tr] [tr=k_EVRScreenshotType_Stereo][td][b]k_EVRScreenshotType_Stereo[/b][/td][td]2[/td][td][/td][/tr] [tr=k_EVRScreenshotType_MonoCubemap][td][b]k_EVRScreenshotType_MonoCubemap[/b][/td][td]3[/td][td][/td][/tr] [tr=k_EVRScreenshotType_MonoPanorama][td][b]k_EVRScreenshotType_MonoPanorama[/b][/td][td]4[/td][td][/td][/tr] [tr=k_EVRScreenshotType_StereoPanorama][td][b]k_EVRScreenshotType_StereoPanorama[/b][/td][td]5[/td][td][/td][/tr] [/table] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamScreenshots. …

ISteamClient Interface

This includes the extern "C" linkage and __cdecl calling convention. 'int nSeverity' is the severity; 0 for msg, 1 for warning. If you are running in through a debugger only warnings will be sent. If you add -debug_steamapi to the command-line then informational messages will also be sent. …

[b]Example:[/b] [code=cpp]extern "C" void __cdecl SteamAPIDebugTextHook( int nSeverity, const char *pchDebugText ) { ::OutputDebugString( pchDebugText ); if ( nSeverity >= 1 ) { // place to set a breakpoint for catching API errors int x = 3; x = x; } } void EnableWarningMessageHook() { SteamUtils()->SetWarningMessageHook( &SteamAPIDebugTextHook ); }[/code] [section=typedefs]Typedefs[/section] These are typedefs which are defined for use with ISteamClient. …

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