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Workshop is out!


Josh

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After an extended period of testing, the Leadwerks Workshop on Steam is now available. I'm really happy about this because it fundamentally changes the way we work together. Content authors have more of a sense of "ownership" of their items, and it's easy for them to get feedback and update their subscribers. More features are always good, but for a long time I have had the feeling we needed to address other aspects of the game development process. I think the Leadwerks Workshop will harness the community's output in a way we haven't seen before and allow us all to benefit. I'm also looking forward to playing more mini-games on Steam with the Leadwerks game player.

 

I'd like to thank everyone who contributed items for the launch, including:

  • Aggror
  • ChrisV
  • Klepto2
  • Pure3d.de
  • Shadmar
  • TJHeldna

 

And thanks to Klepto2 for his help with some of the Steam API stuff.

 

Congratulations to HaydenMango for publishing the first game on Steam through the Workshop.

 

Also, thanks to Rich Digiovanni and his years of providing great artwork, much of which has made it into the Workshop.

 

I'll follow up about the Steamworks initialization problem on Linux. I would have delayed this release so we can have the Workshop running on Linux, but there are external factors to consider (Steam summer sale).

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How do the resolutions of the game center work? Does the game run with Leadwerks's own arguments of the resolution or does it take over the settings from app.lua?

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It's up to the author to decide. I suggest 1024x768 for small games. The script that is run is their own, so they control it.

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