Publishing on Steam Solutions #1089
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Awesome information! |
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I'd like to add some Steam tips of my own, just in case anyone still sees this thread:
So far I've published Epic Battle Fantasy 3 (an AS2 game), EBF4 and EBF5 (AS3 games), and Bullet Heaven 2 (an AS3 game made with Starling). AIR/Flash is totally still a viable game engine for Desktop, especially so if you use a framework like Starling to get better performance. |
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Hi everyone, we're a longtime iOS/Android game developer and starting to look into releasing desktop games on Steam. As we're looking through the processes of packaging for Windows and uploading to Steam, I had a question about signing our builds. In the past we've used a self-signed certificate for Android builds, and of course Apple's certificates for iOS builds. For releasing a Windows game via Steam, do we need to get an official certificate (like from digicert or elsewhere), or do we continue to use a self-signed cert like we do for Android? Curious about whether Windows or antivirus software will complain about a self-cert when distributed on Steam, and if Valve has any requirements on this (I haven't noticed anything in the docs so far). If anyone has any info about this, and/or suggestions for the type of cert needed (EV, etc.) and any recommendations, we'd appreciate it! |
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I use a self-signed cert for my Steam game like I do for Android. Valve
does not have any requirements that I'm aware of. On rare occasions, I have
had users report that their virus protection software flags the game.
…On Thu, Jan 26, 2023 at 10:57 AM FliplineStudios ***@***.***> wrote:
Hi everyone, we're a longtime iOS/Android game developer and starting to
look into releasing desktop games on Steam. As we're looking through the
processes of packaging for Windows and uploading to Steam, I had a question
about signing our builds.
In the past we've used a self-signed certificate for Android builds, and
of course Apple's certificates for iOS builds. For releasing a Windows game
via Steam, do we need to get an official certificate (like from digicert or
elsewhere), or do we continue to use a self-signed cert like we do for
Android? Curious about whether Windows or antivirus software will complain
about a self-cert when distributed on Steam, and if Valve has any
requirements on this (I haven't noticed anything in the docs so far).
If anyone has any info about this, and/or suggestions for the type of cert
needed (EV, etc.) and any recommendations, we'd appreciate it!
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Hello fellow AIR Runtime users -
I'm posting solutions here to help those publishing their AIR games to Steam.
ContentPrep.app/Contents/MacOS/contentprep.py --nowrap --console -v -s MyGame.app -d output -a appId -e MyGame.app/Contents/MacOS/MyGame
Replace "MyGame" with your application name.
Replace appId with integer of your Steam application id.
Note: The ContentPrep.app will not run as a GUI, so the --console command is needed or you'll get errors about needing to install an outdated version of wxPython (Special thanks to Alan Hazelden who identified this fix)
Hope this helps those of you publishing games to Steam! Let me know if you run into any trouble or need additional details to get your AIR game running on Steam.
~Ross
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