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st33d
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« on: May 05, 2011, 04:44:55 AM » |
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Can't find any information on the internet at all about this.
Ideally it would be nice to have access to the stuff in the Steamworks SDK: multiplayer and achievements would become an option.
Are Steam just accepting swf projectors for this stuff or what? As I've said, I've looked about the internet and I can't find anything about wrapping swf in an executable other than a projector let alone getting it to communicate with an SDK.
Any help?
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moi
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« Reply #1 on: May 05, 2011, 10:56:17 AM » |
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lelebęcülo
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st33d
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« Reply #2 on: May 05, 2011, 11:51:11 PM » |
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Yup. Tried google. Couldn't get any joy with: swf, flash, steam, wrapper, steamworks
What was the search sentence you used? I may need it in future.
Edit: Just checked those links, the first is for C# and the Steamworks API is in C++, does that mean that C# can communicate with C++? But then how would that work?
The other links refer to accessing C++ APIs, not actually wrapping the swf as an executable. Unless I've missed something that is.
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« Last Edit: May 05, 2011, 11:57:27 PM by st33d »
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bateleur
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« Reply #3 on: May 06, 2011, 12:18:09 AM » |
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I don't know if this comment is actually helpful, but I've looked into this before and never found a way to do it.
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moi
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« Reply #4 on: May 06, 2011, 10:07:26 AM » |
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According to the link there seems to be a way but it requiers c# and possibly .NET (but not sure about this last one)
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lelebęcülo
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st33d
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« Reply #5 on: May 06, 2011, 12:38:54 PM » |
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Yeah, but that rules out a mac release, which bums me out a bit.
If I find anything I'll update here (regardless if it's a proprietary solution).
It's basically to address the endless mode complaint with Steamlands. I need a good pitch to show to my boss to justify the budget for more development time.
The clincher is multiplayer. If I could deliver multiplayer Steamlands (and I would fucking go for it if there was the avenue), then I could confidently offer it as a project to my boss (and throw in endless mode for free).
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Richard Kain
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« Reply #6 on: May 06, 2011, 11:40:05 PM » |
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If you had the technical know-how, you could port your flash project to Haxe, and then compile it to C++. This would allow you to generate all necessary C++ code for compiling your project to multiple platforms, and you could go in and add whatever Steamworks hooks you needed.
I've used Haxe to compile flash-based graphical applications to Windows, Linux, Mac OSX, and even the iPhone simulator. I'm not saying its the optimal solution, but it is A solution.
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sigfarter
Level 7

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« Reply #8 on: July 04, 2012, 06:22:25 PM » |
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You're not supposed to vocalize each letter individually, the proper pronunciation is "swiff".
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brettchalupa
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« Reply #9 on: July 04, 2012, 09:06:20 PM » |
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SteamWorks Flash Runtime Extension is probably your best bet. There's also some other solutions out there, but they aren't well documented or totally talked about. I know that the Realm of the Mad God developers successfully did it, and if you send them an email I am sure they'd be happy to help. 
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Mattivc
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« Reply #10 on: July 04, 2012, 10:26:13 PM » |
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Machinarium is flash as well i believe. Might be worth sending those guys a email as well.
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brettchalupa
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« Reply #11 on: July 04, 2012, 10:36:40 PM » |
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Did Machinarium have Steam overlay/achievements/cloud-saves? I totally forget!
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Moczan
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« Reply #12 on: July 04, 2012, 10:48:59 PM » |
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AIR let's you hook up native extensions, so if you can c++, you can write your own classes to communicate between Flash and Steamworks.
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Fallsburg
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« Reply #14 on: July 05, 2012, 05:29:36 AM » |
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Use AIR? You can use the native extensions to use C++. Don't know if you have any reasons not to use AIR.
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