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Leadwerks
shadmar 3. Juni 2013 um 4:11 Uhr
Deploy to mobile?
Can we deploy games to mobile platforms using this?
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Raven67854 3. Juni 2013 um 4:36 Uhr 
Yes Android and iOS licenses exist at an additional $200 respectively.
Leadwerks Software  [Entwickler] 3. Juni 2013 um 8:20 Uhr 
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.
Zuletzt bearbeitet von Leadwerks Software; 3. Juni 2013 um 9:01 Uhr
Stupidman 3. Juni 2013 um 12:56 Uhr 
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. Juni 2013 um 13:15 Uhr 
The terrain Editor is coming to Leadwerks 3.
Leadwerks Software  [Entwickler] 5. Juni 2013 um 7:46 Uhr 
Ursprünglich geschrieben von Prof. Dr. Fukowsky:
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. ;)
The Cake Glutton 6. Juni 2013 um 2:41 Uhr 
Ursprünglich geschrieben von Leadwerks:
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  [Entwickler] 6. Juni 2013 um 7:01 Uhr 
(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.
Zuletzt bearbeitet von Leadwerks Software; 6. Juni 2013 um 7:04 Uhr
The Cake Glutton 8. Juni 2013 um 2:56 Uhr 
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  [Entwickler] 9. Juni 2013 um 7:32 Uhr 
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!
The Cake Glutton 16. Juni 2013 um 9:54 Uhr 
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. Juni 2013 um 5:50 Uhr 
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  [Entwickler] 27. Juni 2013 um 10:46 Uhr 
There's a stretch goal for Android / OUYA support. If we reach the stretch goal, we'll include this with native Linux support.
Pv2 ±Ðhärlÿnñ` 29. Juni 2013 um 2:07 Uhr 
^^
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