Ce logiciel est maintenant disponible sur Steam !

Merci d'avoir permis à ce logiciel d'être choisi pour une distribution via Steam. Vous trouverez plus d'info, y compris un lien vers la page du magasin Steam, ci-dessous.

Leadwerks
shadmar 3 juin 2013 à 4h11
Deploy to mobile?
Can we deploy games to mobile platforms using this?
Affichage des commentaires 1 à 13 sur 13
< >
Raven67854 3 juin 2013 à 4h36 
Yes Android and iOS licenses exist at an additional $200 respectively.
Leadwerks Software  [développeur] 3 juin 2013 à 8h20 
We will provide an upgrade path for the mobile add-ons if you want to do this, but we aren't doing anything with Steam / mobile yet, since Valve doesn't support mobile. I would like to see it happen.
Dernière modification de Leadwerks Software; 3 juin 2013 à 9h01
Prof. Dr. Fukowsky 3 juin 2013 à 12h56 
May it possible to see a Greenlight for Leadwerks 2, as it is more aimed to desktop PCs?
(talking about the terrain editor...)
josk 3 juin 2013 à 13h15 
The terrain Editor is coming to Leadwerks 3.
Leadwerks Software  [développeur] 5 juin 2013 à 7h46 
May it possible to see a Greenlight for Leadwerks 2, as it is more aimed to desktop PCs?
(talking about the terrain editor...)
The fact we're doing a Greenlight campaign for Leadwerks 3 should give you an indication of our future direction. ;)
black dog [ITA] 6 juin 2013 à 2h41 
Leadwerks a écrit :
We will provide an upgrade path for the mobile add-ons if you want to do this, but we aren't doing anything with Steam / mobile yet, since Valve doesn't support mobile. I would like to see it happen.

Yeah but, does Steam to be integrated with App Store and Play for you to support? I mean, if Leadwerks becomes my developing platform, I can benefit from having the workshop features even if i'm developing for mobile.

It's super-nice that you can push a button and deliver the game, but it will never be possilbe to integrate to the mobile marketplaces, so since you are already compiling to a deliverable in the stand-alone version, i don't see why the mobile plug-ins shouldn't be available on Steam too.
Leadwerks Software  [développeur] 6 juin 2013 à 7h01 
(You can push a button to prepare your files for upload to Steam.)

We do presently support iOS and Android, but we're still working out how that will work with Steam. There are some issues, like I'm sure Valve would not want to see a bunch of TF2 assets in the iOS App Store (whereas they probably wouldn't care if it was in a Steam game). But we'll figure it out. The first step is to get Leadwerks for PC on Greenlight, and then we'll go from there.
Dernière modification de Leadwerks Software; 6 juin 2013 à 7h04
black dog [ITA] 8 juin 2013 à 2h56 
Well, you can't use an asset from TF2, or any mod, even in a Steam game, as far as I know. Unless you have the permission from the © owner, right? :)
If I was a modeller and saw my custom asset for a CS map getting into whatever paid game (or free game without credits), I'd go after the maker.

What I meant with my message is that the Steam Workshop can become what is the assets store for Unity... I'm thinking to what Gabe said in the past about "everyone can curate his store".
Leadwerks Software  [développeur] 9 juin 2013 à 7h32 
It depends on what the license is. I'd like to use my experience dealing with these issues to help Valve develop a uniform licensing agreement for game assets that can be used across games. But first we need to get Leadwerks Greenlit, so please tell your friends!
black dog [ITA] 16 juin 2013 à 9h54 
That would be intersting!

Yeah I already posted on an Italian forum the day you posted this at Mapcore, I also tweeted one of their most prominent users which is working at Bungie, I think he retweeted and he said he would tell around the office, so, you should have had some thumbs up :)
dan 18 juin 2013 à 5h50 
I would certainly like to see an android path without needing to reboot. Linux is the best platform for developing to android anyway.
Leadwerks Software  [développeur] 27 juin 2013 à 10h46 
There's a stretch goal for Android / OUYA support. If we reach the stretch goal, we'll include this with native Linux support.
±Ðhärlÿnñ` @Army-AIT 29 juin 2013 à 2h07 
^^
Affichage des commentaires 1 à 13 sur 13
< >
Par page : 15 30 50