Uploading Both Windows and Mac Onto Steam Steamworks

Can I upload Mac builds to Steam from windows yet?

  • xiii posts

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  • From months ago, there was a convoluted procedure to get Mac builds working, is that withal the example?

    Can I upload my Mac build with the PC steam SDK nonetheless?

  • There was a menses where in that location was an issue with Mac file permissions with NWJS or something?

  • The problem is Windows doesn't understand the necessary file permissions to ensure a Mac app is executable. So I'm not sure in that location's whatsoever way this is possible, without using a different container format like a zip which you never extract on Windows.

    • TheRealDannyyy's avatar

      • Joined xxx Sep, 2014
      • 87 topics • 1,158 posts
    • 2

    The problem is Windows doesn't understand the necessary file permissions to ensure a Mac app is executable. So I'm not sure at that place's any way this is possible, without using a different container format similar a zip which you never extract on Windows.

    I remember a while ago yous said that this has been fixed in Construct 3. At present I know what you lot're thinking but I'm not request for a backport simply rather would like to inquire, how did yous manage to prepare/workaround this issue?

    You probably know that I accept a dedicated topic for NW.js workarounds and I wouldn't heed providing a custom application or whatsoever it takes in social club to give C2 users an easy workaround for this result.

    Again non complaining or trying to stir things up, just asking nicely if you could provide all the necessary information involved in the C3 workaround if possible.

  • Now I know what you lot're thinking merely I'm not request for a backport merely rather would like to ask, how did you manage to fix/workaround this consequence?

    Past using a zip. It took a few days solely to reverse engineer the zip format and figure out how to hack our zero library to put the right flags in the correct places.

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    • PabloDev's avatar

      • Joined two November, 2015
      • 391 topics • one,545 posts
    • 1

    > At present I know what yous're thinking just I'grand non request for a backport but rather would like to ask, how did you manage to set up/workaround this upshot?

    Past using a nix. It took a few days solely to reverse engineer the zippo format and figure out how to hack our zip library to put the right flags in the right places.

    TheRealDannyyy

    Is this enough for you?

    So if I use this choice:

    Would the application not work properly considering of those flags?

    • TheRealDannyyy's avatar

      • Joined 30 Sep, 2014
      • 87 topics • 1,158 posts
    • 1

    By using a zip. It took a few days solely to reverse engineer the aught format and figure out how to hack our zip library to put the right flags in the right places.

    I guess this means that it'southward all the same necessary to upload to Steam from a Mac or does Steam take .nil files in their upload process?

    Besides not sure about this but would you mind uploading the "hacked" part of the zip library you're using to Git if possible? (If information technology'south not also securely coded into C3 itself.)

    I wouldn't listen creating a PWA or something similar to provide an easy solution.

    Thanks for the response!

  • Also non sure well-nigh this but would you heed uploading the "hacked" office of the zip library you're using to Git if possible? (If it's not besides deeply coded into C3 itself.)

    Sorry, that would be a bit of a nightmare. The lawmaking is all mashed upward with the NW.js exporter itself. It's a pretty ugly hack.

    • 3030's avatar

      • Joined 29 Jul, 2012
      • 33 topics • 390 posts
    • 1

    Actually steam does indeed take ZIP files of your build if your app is under 256 MB -- you can do it straight from the steamworks build page. Ive never done it so not sure how it handles depots and stuff simply worth a try?

    • 3030's avatar

      • Joined 29 Jul, 2012
      • 33 topics • 390 posts
    • ane

    actually just looked and you lot can upload a Nothing per depot. so basically you build your shit out, nada information technology then upload the zips through the web interface in steamworks. Definitely worth a effort!

    • andreyin's avatar

      • Joined eleven Jan, 2010
      • 82 topics • 901 posts
    • one

    actually just looked and you tin can upload a Zilch per depot. so basically you build your shit out, zippo it then upload the zips through the web interface in steamworks. Definitely worth a try!

    WHAT!! I had no thought this was possible, would relieve me a ton of fourth dimension of setting upward steamworks, wow! Cheers for the tip!

  • Once I've made the build on the Mac, can I nothing it on the mac, then bring it back to Windows once again, and then upload?

    At that place's no documentation on how to upload zips to Steam, whenever I effort it, information technology doesn't work at all.

    TheRealDannyyy thanks for your intendance and back up for exports.

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Source: https://www.construct.net/en/forum/construct-2/general-discussion-17/upload-mac-builds-steam-135682

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