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Questions tagged [distribution]

How to get games to players. For questions about methods and tools for getting games and game components (assets, expansions, dlc, etc.) to players.

3 votes
2 answers
262 views

I’m looking for a way to distribute my game while providing users with some assurance that it is not malware. My game does not require access to the full filesystem, my game only needs to display ...
Luke 10X's user avatar
  • 145
0 votes
0 answers
48 views

As a proof of concept I'd like to create the UI of a boardgame using SVG and HTML, so I can deploy it in desktop through Electron, mobile using Cordova and also hosting it in a website. I also have ...
tonicebrian's user avatar
0 votes
0 answers
142 views

Usually this is solved via something like Poisson Disk Sampling, but it is both slow and not able to be parallelized making it even slower as well as needs information of previous placed objects that ...
HellGate's user avatar
  • 103
2 votes
1 answer
1k views

I developed my own game engine and I'll refer to it as a Software Development Kit (SDK) here, for making a specific type of game. The SDK encapsulates low level DirectX APIs. It's written in C++ and ...
DHarding's user avatar
1 vote
1 answer
143 views

If there is an option like this it will definitely save storage space. When you download or stream a film there is an option for graphic quality, and we only download that one graphic quality. Or is ...
AndikaTheExplorer's user avatar
0 votes
1 answer
467 views

When uploading my game to Unity Distribution Portal (UDP), I kept on receiving this message about sandbox testing: It seems your game was never tested in the UDP Sandbox environment, as no UDP ...
kayra yorulmaz's user avatar
0 votes
1 answer
547 views

knowing bethesda those people probably sue hard....yet there is an open source implementation of morrowind which is actually quite good. but that question remains, what is the legality behind all of ...
mpo admin's user avatar
4 votes
2 answers
520 views

I recently released my first game on the Google Play Store (yay!), and a few days later I found my game had been reuploaded to two different shady-looking sites (Softonic and Fibonapps). Needless to ...
Schliam's user avatar
  • 41
0 votes
0 answers
97 views

I'm planning on building an online presence of a game I'm working on once it reaches a stage that would allow for creating marketing material (screenshots, trailers, etc). Should I trademark/...
Don Andre's user avatar
  • 101
2 votes
1 answer
274 views

We're in the process of game development where we need to integrate with the Steamworks API for multiplayer matchmaking, achievements, player stats, etc. We also have a rudimentary implementation ...
Rab's user avatar
  • 121
1 vote
2 answers
396 views

According this source, publishers account for about half the cost of a game's price to consumers. Could there be an alternative means of distribution that allows people to pay game developers more ...
plu's user avatar
  • 113
4 votes
3 answers
634 views

I.e. sold on some website some game developer made, and NOT sold on Apple Store or Microsoft Store. 2) Also, for any game made and sold for their platform, does Apple or Microsoft look at the game/...
sdhy's user avatar
  • 61
0 votes
1 answer
132 views

I've got enemies with a difficulty rating from 0 to 1. I want to generate a random reward that tends to increase as the difficulty rating rises, but still be possible to have a value anywhere in the ...
James Simpson's user avatar
3 votes
1 answer
615 views

Well, my question in rather simple - or so I hope. What I would like to do is separate my game assets in the Unity game engine into separate files for the build. This way not all the assets are in one ...
Alexander C. Solon's user avatar
1 vote
1 answer
391 views

I have a makefile that compiles everything fine but I'm wondering how I can package the dynamic libraries with the executable for distribution.
user393454's user avatar

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