Wanted to post today a bit about what is required to support SteamOS on Steam.
To successfully ship games to SteamOS you need to do two things. First, build against the SteamRT and second statically link GLFW2. GLFW is not supported by SteamOS, so you cannot depend on it being on a Linux machine.
coreytrese, my game has just been greenlit, so I’m heading down this path now, reading the Steam SDK. I’m not familiar with GLFW2. Is that only for Linux builds, or is this something I need to do for my Windows game as well? I’ve built my game with cocos2d-x version 3.10.
Well, dang. The game runs fine on my development machine, but if I copy the folder over to another machine, it simply crashes with a useless message. I’m sure I’ll get this, though. Meanwhile, if there is any documentation on getting the cocos2d-x win32 build to a deployable state, please let me know. Thanks.
I haven’t yet, no. I’ve been having to work a lot of overtime with my real job and had to put my project off. My Windows version runs fine on Steam without linking to the Steam SDK (although I’d still like to link to it someday).
However, the Mac version is another story. I run it with cocos2dx version 3-13, which fixes all the screen problems, but my contact at Steam tells me I should link with the SDK so I can add copy protection for the Mac (different approach than the Windows version). So I’ll look at that when I get a break from life.