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Socoder -> Blitz -> Steam vs Blitz

Sat, 21 Jul 2018, 03:38
spinal
If I wanted to get a game onto steam, would I be able to use one of the blitzes?

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Sat, 21 Jul 2018, 03:38
Jayenkai
Theoretically, yes, but integration with Achievements and whatnot would be hard. If you wanted just a game, though, then sure.

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Sat, 21 Jul 2018, 04:41
TomToad
I found this steamstub. Would it help? Last commit was 2 years ago, don't know how much the API has changed in that time, but the source may be easy to modify for the current one.
Sat, 21 Jul 2018, 18:37
therevillsgames
I've got a few games on Steam coded in BlitzMax, you dont have to add achievements but it does help and I have used the steamstub mentioned by TomToad to add them to my games:

https://store.steampowered.com/app/432190/Chef_Solitaire_USA/

https://store.steampowered.com/app/399040/Legends_of_Solitaire_Curse_of_the_Dragons/

https://store.steampowered.com/app/725170/Home_Run_Solitaire/

Those games all have achievements and I released myself... BFG released our Christmas one for us:

https://store.steampowered.com/app/561680/Santas_Christmas_Solitaire/

And that one didnt have achievements.
Sun, 22 Jul 2018, 01:41
Jayenkai
Awesome!!
Go for it, Spinal!
Do us proud
Sun, 22 Jul 2018, 12:19
spinal
OK, time to have a little play with blitzMax, see how different it is.

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Sun, 22 Jul 2018, 15:04
Jayenkai
Nothing scary.
Heck, if you can make a game using my MonkeyX Framework, you can handle anything

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Mon, 23 Jul 2018, 14:55
spinal
I still have the monkey source for this

https://www.ouya.tv/game/Dont-Flip-Out/

Any ideas how I can professional it up a bit?

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Mon, 23 Jul 2018, 16:08
Jayenkai
Don’t ask me! I’m a Function over Form kinda dev

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Mon, 23 Jul 2018, 19:39
Pakz
I watched this video today. Kind of makes putting things on steam look like it might not be worth it. Apparantly only 7 percent of games released there make it financially worthwhile.

There are however some tips on how to go make it more successful. One tip is to make it more expensive. A tip I have seen more.


View on YouTube
Tue, 24 Jul 2018, 03:18
spinal
So basically, steam is not the way to go
Tue, 24 Jul 2018, 03:52
therevillsgames
You never know if you dont try...

I make a nice little sum of money per month from Steam selling solitaire games!!!
Tue, 24 Jul 2018, 03:55
Jayenkai
If you can afford to risk it, then do, as in this world you never quite know what might take off.

But if you're planning on this being your "Get out of Job Free" route... SpikeDislike paid for the living room window... But that was 7 years ago, and the price of one window is not enough to live off.... Especially not over 7 years..
In the world of crazy indie insanity, with the modern day barrage of indie titles available, you either get noticed or you don't. And very rarely do folk get noticed.

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Tue, 24 Jul 2018, 04:19
Pakz
I was thinking about this for a day or two and I reccon to get noticed you would have to invest in gfx and sfx and musics and storywriting. If you can get(pay) really good people to make your game look and sound great it might do good. Those people would also have a following that buy the things they make, so you pay for that also.

therevillsgames his games for instance look really good. I have not listened to the sfx and music? but things like that does make a difference. I was reading throught the reviews of one of his games and noticed people writing about the story that plays during the game.

But- I read here? that a graphics set for a game can cost somewhat to 2000 dollars. Music from a great writer probably can cost a few hundred or more per song. It is expensive!
Tue, 24 Jul 2018, 04:30
Jayenkai
Yeah, I'd love to hear a complete breakdown of the costs of one of Revill's Solitaires, but I'm willing to bet that the cost isn't something you can easily pass off, should the game not end up selling well.
The more you put in, the more you HAVE to make a sale, and the less overall profit you'll make.
Is it worth it?
That's the challenge we all face.


.. I'm sticking to my own unique brand of mediocrity.

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Tue, 24 Jul 2018, 05:40
Pakz
I am still learning to do everything myself. I wil be 100 years old before I am good at everything. And by that time robots wil have taken over!
Wed, 25 Jul 2018, 00:58
spinal
I think once I get something together, I'll probably follow Jay's system. Bung it on my site to download, perhaps with a donate button...

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Wed, 25 Jul 2018, 05:03
Jayenkai
Not the most profitable method, by a long shot.
Wed, 25 Jul 2018, 09:40
waroffice
I've gone through this with photography, I've done (1) weddings, stock photos artistic stuff and unless you are famous its difficult to get a lot of sales.

stock photo game is lots and lots of photos each making a few quid and artistic is difficult to break if you cant dedicate your day time to it.

Although I have sales they barely add up to £200
Thu, 26 Jul 2018, 03:02
therevillsgames
@Jay - you should put together a huge collection of your games and sell it on Steam!

@Spinal - how much traffic do you get to your site?

@Pakz - Yeah we do spend a bit on outsourcing art, story and voice overs... but that is due to the target audience expects that... Steam audience is vastly different and a lot of them do like pixel art etc... also think of mine craft, super simple 3D art and textures!

Just to give you idea of the cost on one game we spent $10,000 USD on art work only!!
Thu, 26 Jul 2018, 04:40
Jayenkai
.. Which is approximately $9,500 more than my annual gamedev budget, which apparently now seems to require me buying an alarming number of laptops...

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Thu, 26 Jul 2018, 05:23
spinal
I'm getting very few visits at the moment, about 40 per month
In contrast, Helen's site is getting about 200 per month and all it has is a holding page!

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Thu, 26 Jul 2018, 19:29
therevillsgames
@jay - you don't need a huge budget, put together a complication of your best games and pay $100 Valve submission fee

@spinal - the amount of traffic you will get on Steam will be huge compared to your site.