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GameMaker: Studio




Dr. Jacob Habgood (Jake)
Sheffield Hallam University
J.Habgood@shu.ac.uk
My Background

Sheffield’s Games Industry
Gremlin and Sumo Digital
   • Started as programmer on PlayStation 1
   • Hogs of War, MicroMachines, (over a dozen)
   • Programmer / Technical Lead (PSX, PS2, Xbox, GC)
   • PhD in Game-Based Learning
   • Head of Serious Games at Sumo-Digital




                                            Hogs of War
                              ELSPA Silver Sales Award
  Electronics Boutique’s Best Multi-Player Game of 2001
Background
Background

               GameMaker
                Prof. Mark Overmars
                    • Originally created in 1999 by Mark Overmars,
Delphi’s creator,     Professor of Computer Science at the University of Utrecht
Anders Hejlsberg,
went on to create
                    • Written in Borland Delphi (object-oriented Pascal)
C# for Microsoft    • Created to teach game design principles to Computer
                      Science students who already knew how to program
                    • A fully-capable free version of Game Maker allowed
                      hobbyists to aspire to make money from games
                    • Extensible architecture (3rd party libraries)
                    • Gathered a worldwide hobbyist following and an active
                      online community (the GMC)
Background

               GameMaker
                My Connection
                    • Left the games industry in 2003 to take up a PhD scholarship
                      in the Learning Sciences at the University of Nottingham
                    • Research began teaching
                      children to make games
Screenplay was
the forerunner to   • Used GameMaker for a
Nottingham            holiday school at Screenplay
Game City           • Wrote an article in Develop,
                      which I sent to Mark
                    • We decided to collaborate on
                      a GameMaker book

                               Develop, March 2005
Background

                GameMaker Book:
                    The Game Maker’s Apprentice:
                   Game Development for Beginners
                    • Written by myself and Prof. Mark Overmars
First published in  • Covers basic GameMaker use and game design basics
2006. Currently on • Not a textbook – “just in time” learning by example
its third edition
(Game Maker 8)
Sequel:
                    The Game Maker’s Companion:
                     The Journey Continues
                      • Written by myself, Nana Nielsen and Martin Rijks
Published in 2010       Illustrated by Kevin Crossley.
                      • Covers intermediate Game Maker, storylines and characters
What is GameMaker?

Game Maker
Drag and Drop Programming
  • Event-driven, icon-based programming




  • Trade-off… easy but limited?
  • Not really!
What is GameMaker?




1 hour       2 hours




3 hours       2 hours
What is GameMaker?

Entry-Level Game Development
Drag and Drop Programming
  • Not as limiting as you might think…
  • This remake of a Gremlin classic is made mostly using D&D
What is GameMaker?

                  Entry-Level Game Development
                  Drag and Drop Programming
                    • Not a game “construction kit”
                    • Visual programming language
You do the hard
                    • Object-oriented (inheritance)
work, and many      • Logic, mathematics, probability
principles are
                                            X axis = 640 pixels
transferrable
                     Y axis = 480 pixels




                                              135 pixels
Resources

Basic Resource Types:      Rooms


     Sprites




                Objects

                                   Instances
Programming
Event-Driven:
Events
   • Things that "happen" in the game.
Object Behaviours
Event-Driven:
Actions for Events
   • Each event can have many actions
   • 7 tabs:
      – move
      – main1
      – main2
      – control
      – score
      – extra
      – draw
Object-Oriented Concepts
                Instances, Objects and Parents

Objects inherit
events and actions
from their parents,
and can be treated as
a group (in collisions,
for example)
                                  obj_bigleg
                                   a kind of
                    a kind of

                                               obj_bigleg_move
               obj_bigleg_small                     a kind of


                                                         obj_bigleg_move_small
State Machines
Instance Change:
State Transitions
   • Animation End Event                            Jump

   • Key Press Event
                                                           Hop
   • Collision Event

    Jump                                    Hop            State Objects are
                  Key Press <left>                         special objects that
     Left                                   Left           represent different
                                                           behaviours for the
  Animation End       Stand             Animation End      same “thing”
    Jump                                    Hop
                  Key Press <right>                        State Transitions
    Right                                   Right          show how instances
                           Collision
                                                           change between
   Obstructed                          Not obstructed      different state
                       Dead                                objects (arrows)
Scripting Language

A High Ceiling
GML
   • Comprehensive scripting language
     (C/Pascal hybrid)
Scripting Language

A High Ceiling
GML
   • Functions, arguments, return values
   • Instance variables, global variables
   • Control flow statements (if, for, with, switch, etc.)
   • Arrays, Hash maps
   • Id (analogous to a pointer)
Extensions
   • Create your own icon actions from GML
   • Create your own DLL in another language and call the
     functions contained within it from GameMaker (PC only)
   • Create your own JavaScript extension (HTML5 only)
GameMaker: Studio

Game Maker
YoYo Games
  • In 2006 YoYoGames were a new media start-up seeking to
    become the ‘YouTube of Videogames’
  • Headed up by Sandy Duncan (Former Xbox Microsoft exec)
  • Mark sold Game Maker to YoYoGames and became a
    director of the company himself
  • Employed Mike Daily (programmer of Lemmings & GTA)
  • By 2010 YoYo had a web 2.0 site containing 60,000+ games
    made by the hobbyist community
  • The best games were offered a publishing deal and ported
    onto mobile platforms by YoYo
  • GameMaker: Studio was released in 2012 which allowed
    users to publish their own games on mobile platforms
GameMaker: Studio

Commercial Games
Game Maker
  • Interpreted language
  • Runners on various platforms
     – PC, Mac, Windows 8, iOS,
       Android, HTML5, Win8 Phone,
       (lots of titles) Ubuntu (new)
     – PSP (one title: Mr Karoshi)
The GameMaker Family

Publishing to Windows 8
The GameMaker Family
GameMaker: Studio

Teaching Perspective
 GameMaker: Studio
     • More powerful, but longer compile times
     • Interface/options are more intimidating for beginners
     • Education version coming soon (.msi)
     • Free version is only practical for evaluation

Standard price $50 per
seat. Educational
discounts available.
GameMaker: Studio

Teaching Perspective
 GameMaker: 8.1
     • Less powerful, but shorter compile times
     • Less intimidating interface/options for beginners
     • Education version is already available (.msi)
     • Free “Lite” version is practical for students to use at home

Standard price $40 per
seat. Educational
discounts available.
Teaching
Teaching

Sheffield Hallam University
Game Programming Degrees
   • BSc/MComp/MSc in Games Software Development
   • Programming skills for the games industry
   • 3 years of C++ as the primary teaching language
   • 2 years of degree-level mathematics
   • 2 years of hardware architecture (assembly programming)
   • DirectX11 3D programming (shaders)
   • Game console programming (PS3/Vita/PSP/GameCube)
Teaching

Sheffield Hallam University
Game Maker?
   • First year Game Programming module:
      – Limited potential for writing games in C++ in year one
      – A creative outlet for programming while learning C++
      – Get a published product in their portfolio
      – Realise just how much work it really involves to bring
         something to market – even with GameMaker!
      – Insights into the wider perspective of a project lifecycle
Teaching

Sheffield Hallam University
Game Maker?
   • Other Applications:
      – Modules where the emphasis is on design rather than
        the technical development skills: e.g. Serious Games
      – Extra curricular competitions: Game Jams
      – School’s outreach: Games Britannia
Teaching

Sheffield Hallam University
The Games Britannia Festival
The Windows Store




Dr. Jacob Habgood (Jake)
Sheffield Hallam University
J.Habgood@shu.ac.uk
The Windows Store

Publishing to the Windows Store
  Focussing on GameMaker specific parts of the process assuming a
  ‘least resistance’ first-time approach...
Requirements
   • Get a Windows Store Developer Account:
      – A DreamSpark account (free)
      – A Microsoft email account (free)
      – A credit card
      – A bank account
   • Export your GameMaker game for Windows 8
      – A PC running Windows 8 (free on DreamSpark premium)
      – A copy of GameMaker: Studio ($50)
      – A copy of Visual Studio 2012 (free)
The Windows Store

Publishing to the Windows Store
Design Considerations
   • Minimum Resolution
      – 1366x768
      – GameMaker will scale for you, but better to design for it
   • Touch Compatibility
      – ALL interaction needs to work on both a touch screen
        AND keyboard (e.g. Escape to quit)
      – GameMaker supports “Virtual Keys”
         » virtual_key_add(x, y, w, h, keycode);
The Windows Store

Publishing to the Windows Store
Design Considerations




   • Settings Charm
      – Publisher contact details
      – Other options like turning off virtual keys:
          » win8_settingscharm_add_entry(name, callback);
The Windows Store
Lee’s comprehensive instructions:
http://tinyurl.com/dreamspark4gm

             Publishing to the Windows Store
              Windows Store Developer Account
                  • Create a DreamSpark account (free to students/academics
                    using a .ac.uk email) and link it to a Microsoft email account
                    (hotmail.com, live.com etc.)
                  • Use your DreamSpark account to apply for a free Windows
                    Store Registration Code (normally $50)
                  • Use the code to register on the Windows Store
                     – You still need a credit card (a nominal fee is charged and
                       refunded to verify your account)
                     – You’ll also need a bank account to deposit any potential
                       income earned by your app
                     – Income from the US to UK is covered by a tax treaty and
                       you just need to fill in a W-8BEN form online
The Windows Store

              Publishing to the Windows Store
               Exporting to Windows 8
                    • The standard edition of GameMaker: Studio ($50) includes
                      Windows 8 support via HTML5 (JavaScript)
                    • Yet $50 is potentially prohibitive to students:
                       – Creating a publishable game takes A LOT of time and
A single copy of         students need access to GameMaker outside of lessons
GameMaker: Studio      – Possible to develop using GameMaker 8.1 Lite (free) and
may be enough for        import to GameMaker: Studio just to publish it
a school/FE college
                       – But you cannot take a GM: Studio project back into
                         GameMaker 8.1 once you have edited it
                       – NOT practical to develop with GM: Studio free version as
                         it imposes limits on the number of resources
The Windows Store

               Publishing to the Windows Store
                Development Environment
                     • You will need Windows 8!
                     • Free to download as part of DreamSpark Premium
You don’t need to    • Dual boot is an option (e.g. http://tinyurl.com/dualbootgm)
know how to use
                     • Install Visual Studio 2012 (Express version is free
it – you just need
it installed to        http://tinyurl.com/vsexpressgm)
develop for the      • Install GameMaker: Studio
Windows Store
The Windows Store

               Publishing to the Windows Store
                App Submission Process
                      • Log into your Windows Store Dashboard and select
                        “Submit an App”
You don’t actually
need to be ready to
submit yet.
The whole process
can be stopped and
resumed at will
Windows 8
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Log into your Windows Store Dashboard and select
     “Submit an App”
   • App Name: Reserve a name for your app
   • Selling Details:
      – Price and Markets
          » Free and just English-speaking territories (or just UK)
          » Paid and just US and UK (or just UK)
      – Hardware Requirements
          » Available to all systems (DirectX and RAM)
   • Advanced Features:
      – None – just click save
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Age Ratings:
      – Self-certification
         » Formal ratings are optional for most markets
         » Getting a PEGI (European) rating is free and easy
               http://apps.pegi.eu/Games/Submit
         » Avoid Korea, South Africa, Brazil and Taiwan
         » The lower the age rating the bigger the market
         » Be aware of the content of the game you are
           publishing – you are potentially liable...
   • Cryptography:
      – Select “No” unless you’ve added any encryption
Windows 8
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Preparing to Create a Package:
      – Launch Visual Studio Express 2012
      – Select Store -> Open Developer Account
      – Log into your account
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Preparing to Create a Package:
      – Launch Visual Studio Express 2012
      – Select Store -> Acquire Developer Licence
      – Log into your account
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Preparing to Create a Package:
      – Select File->New Project
      – Settings are irrelevant, but note the location
      – Select OK
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Preparing to Create a Package:
      – Select “Store->Associate App with the Store”
      – Sign in (again!)
      – Select your app and Associate it
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Preparing to Create a Package:
      – Double click on package.appxmanifest
        in the solution explorer (RHS)
      – Select the Packaging tab
      – Copy the Package name, Package display name and
        Publisher display name to somewhere safe
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Preparing to Create a Package:
      – Look in the Visual Studio project directory you just created
        for the StoreKey (e.g. App3_StoreKey.pfx in
        c:usersfreddocumentsvisual studio 2012projectsapp3)
      – Copy this to somewhere safe (with your GameMaker
        project perhaps). You can rename it appropriately too.
         » RevengeOfTheMole_StoreKey.pfx
      – Launch GameMaker: Studio and open the Global Game
        Settings for your game and select the General tab
The Windows Store

               Publishing to the Windows Store


Enter the package
settings copied from
the manifest EXACTLY                             If Foreground Text
as they were shown                               is Light then
Version is up to you                             Background colour
                                                 must be dark and
                                                 visa versa

Create and update
images for the store
icons.
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Preparing to Create a Package:
      – Switch to the Installation tab and select the Certificate we
        generated earlier (the .pfx file)
      – Click on Install
      – Save the project
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Preparing to Create a Package:
      – That’s it for the setup.
      – This process doesn’t need to be repeated until you
        change the name of the app, or want to develop a
        different app.
The Windows Store

                Publishing to the Windows Store
                 App Submission Process
                       • Creating a Package for Submission:
                          – In Game Maker:
Take note of the             » Go to File->Create Application (select output folder)
location as this is
                             » When the game runs, switch back to the Start Screen
where the package
file will be generated    – In Windows:
                             » Launch “Windows App Cert Kit”
                             » You may need to search for it on the first run, but it
                                should appear on the Start Screen after that
                             » Select “Validate Windows Store App”
Wait for the process         » Select the version of your game which doesn’t have
to complete and                 _test at the end of the name
address any failures
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Creating a Package for Submission:
      – Common App Cert Kit failures:
         » Running the test on the _test (debug) version
         » Not enough contrast between foreground text and
           background colours
Windows 8
The Windows Store

              Publishing to the Windows Store
              App Submission Process
                    • Creating a Package for Submission:
                       – Uploading the Package
                          » Find the .appxupload or .appx files generated in the
                            output folder you specified on “Create Application”
                          » Upload one or the other under “Packages” on the
In my experience the        App Dev Centre
.appxupload               » Once upload is complete it will perform more
sometimes hangs the         automated tests
online system after
                          » Common Failures:
upload, so I have
then used the .appx             Entering the package /publisher names
instead                         incorrectly or using the wrong .pfx file
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Description:
      – Describe your game and upload screenshots
         » MUST be 1366x768 resolution images
The Windows Store

Publishing to the Windows Store
App Submission Process
   • Notes to Testers:
      – It is unlikely you will pass on your first submission




      – Remember to tell them exactly what you have changed
        between each submission.
   • Common Failures
      – Not having equivalent key/touch controls for everything
      – Including a “quit application” option (don’t do it!)
The Windows Store

Publishing to the Windows Store
Monty Mole: Revenge of the Mole
   • Available Now!
      – Please download and rate it (its free!)
      – Also available on Facebook:
         » https://www.facebook.com/appcenter/gamesbritannia
The End

                    www.hiddenlevel.co.uk




Dr. Jacob Habgood (Jake)
Sheffield Hallam University
J.Habgood@shu.ac.uk

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GameMaker and Windows 8 Windows In Academia

  • 1. GameMaker: Studio Dr. Jacob Habgood (Jake) Sheffield Hallam University J.Habgood@shu.ac.uk
  • 2. My Background Sheffield’s Games Industry Gremlin and Sumo Digital • Started as programmer on PlayStation 1 • Hogs of War, MicroMachines, (over a dozen) • Programmer / Technical Lead (PSX, PS2, Xbox, GC) • PhD in Game-Based Learning • Head of Serious Games at Sumo-Digital Hogs of War ELSPA Silver Sales Award Electronics Boutique’s Best Multi-Player Game of 2001
  • 4. Background GameMaker Prof. Mark Overmars • Originally created in 1999 by Mark Overmars, Delphi’s creator, Professor of Computer Science at the University of Utrecht Anders Hejlsberg, went on to create • Written in Borland Delphi (object-oriented Pascal) C# for Microsoft • Created to teach game design principles to Computer Science students who already knew how to program • A fully-capable free version of Game Maker allowed hobbyists to aspire to make money from games • Extensible architecture (3rd party libraries) • Gathered a worldwide hobbyist following and an active online community (the GMC)
  • 5. Background GameMaker My Connection • Left the games industry in 2003 to take up a PhD scholarship in the Learning Sciences at the University of Nottingham • Research began teaching children to make games Screenplay was the forerunner to • Used GameMaker for a Nottingham holiday school at Screenplay Game City • Wrote an article in Develop, which I sent to Mark • We decided to collaborate on a GameMaker book Develop, March 2005
  • 6. Background GameMaker Book: The Game Maker’s Apprentice: Game Development for Beginners • Written by myself and Prof. Mark Overmars First published in • Covers basic GameMaker use and game design basics 2006. Currently on • Not a textbook – “just in time” learning by example its third edition (Game Maker 8)
  • 7. Sequel: The Game Maker’s Companion: The Journey Continues • Written by myself, Nana Nielsen and Martin Rijks Published in 2010 Illustrated by Kevin Crossley. • Covers intermediate Game Maker, storylines and characters
  • 8. What is GameMaker? Game Maker Drag and Drop Programming • Event-driven, icon-based programming • Trade-off… easy but limited? • Not really!
  • 9. What is GameMaker? 1 hour 2 hours 3 hours 2 hours
  • 10. What is GameMaker? Entry-Level Game Development Drag and Drop Programming • Not as limiting as you might think… • This remake of a Gremlin classic is made mostly using D&D
  • 11. What is GameMaker? Entry-Level Game Development Drag and Drop Programming • Not a game “construction kit” • Visual programming language You do the hard • Object-oriented (inheritance) work, and many • Logic, mathematics, probability principles are X axis = 640 pixels transferrable Y axis = 480 pixels 135 pixels
  • 12. Resources Basic Resource Types: Rooms Sprites Objects Instances
  • 13. Programming Event-Driven: Events • Things that "happen" in the game.
  • 14. Object Behaviours Event-Driven: Actions for Events • Each event can have many actions • 7 tabs: – move – main1 – main2 – control – score – extra – draw
  • 15.
  • 16.
  • 17. Object-Oriented Concepts Instances, Objects and Parents Objects inherit events and actions from their parents, and can be treated as a group (in collisions, for example) obj_bigleg a kind of a kind of obj_bigleg_move obj_bigleg_small a kind of obj_bigleg_move_small
  • 18. State Machines Instance Change: State Transitions • Animation End Event Jump • Key Press Event Hop • Collision Event Jump Hop State Objects are Key Press <left> special objects that Left Left represent different behaviours for the Animation End Stand Animation End same “thing” Jump Hop Key Press <right> State Transitions Right Right show how instances Collision change between Obstructed Not obstructed different state Dead objects (arrows)
  • 19. Scripting Language A High Ceiling GML • Comprehensive scripting language (C/Pascal hybrid)
  • 20. Scripting Language A High Ceiling GML • Functions, arguments, return values • Instance variables, global variables • Control flow statements (if, for, with, switch, etc.) • Arrays, Hash maps • Id (analogous to a pointer) Extensions • Create your own icon actions from GML • Create your own DLL in another language and call the functions contained within it from GameMaker (PC only) • Create your own JavaScript extension (HTML5 only)
  • 21. GameMaker: Studio Game Maker YoYo Games • In 2006 YoYoGames were a new media start-up seeking to become the ‘YouTube of Videogames’ • Headed up by Sandy Duncan (Former Xbox Microsoft exec) • Mark sold Game Maker to YoYoGames and became a director of the company himself • Employed Mike Daily (programmer of Lemmings & GTA) • By 2010 YoYo had a web 2.0 site containing 60,000+ games made by the hobbyist community • The best games were offered a publishing deal and ported onto mobile platforms by YoYo • GameMaker: Studio was released in 2012 which allowed users to publish their own games on mobile platforms
  • 22. GameMaker: Studio Commercial Games Game Maker • Interpreted language • Runners on various platforms – PC, Mac, Windows 8, iOS, Android, HTML5, Win8 Phone, (lots of titles) Ubuntu (new) – PSP (one title: Mr Karoshi)
  • 23. The GameMaker Family Publishing to Windows 8 The GameMaker Family
  • 24. GameMaker: Studio Teaching Perspective GameMaker: Studio • More powerful, but longer compile times • Interface/options are more intimidating for beginners • Education version coming soon (.msi) • Free version is only practical for evaluation Standard price $50 per seat. Educational discounts available.
  • 25. GameMaker: Studio Teaching Perspective GameMaker: 8.1 • Less powerful, but shorter compile times • Less intimidating interface/options for beginners • Education version is already available (.msi) • Free “Lite” version is practical for students to use at home Standard price $40 per seat. Educational discounts available.
  • 27. Teaching Sheffield Hallam University Game Programming Degrees • BSc/MComp/MSc in Games Software Development • Programming skills for the games industry • 3 years of C++ as the primary teaching language • 2 years of degree-level mathematics • 2 years of hardware architecture (assembly programming) • DirectX11 3D programming (shaders) • Game console programming (PS3/Vita/PSP/GameCube)
  • 28. Teaching Sheffield Hallam University Game Maker? • First year Game Programming module: – Limited potential for writing games in C++ in year one – A creative outlet for programming while learning C++ – Get a published product in their portfolio – Realise just how much work it really involves to bring something to market – even with GameMaker! – Insights into the wider perspective of a project lifecycle
  • 29. Teaching Sheffield Hallam University Game Maker? • Other Applications: – Modules where the emphasis is on design rather than the technical development skills: e.g. Serious Games – Extra curricular competitions: Game Jams – School’s outreach: Games Britannia
  • 31. The Windows Store Dr. Jacob Habgood (Jake) Sheffield Hallam University J.Habgood@shu.ac.uk
  • 32. The Windows Store Publishing to the Windows Store Focussing on GameMaker specific parts of the process assuming a ‘least resistance’ first-time approach... Requirements • Get a Windows Store Developer Account: – A DreamSpark account (free) – A Microsoft email account (free) – A credit card – A bank account • Export your GameMaker game for Windows 8 – A PC running Windows 8 (free on DreamSpark premium) – A copy of GameMaker: Studio ($50) – A copy of Visual Studio 2012 (free)
  • 33. The Windows Store Publishing to the Windows Store Design Considerations • Minimum Resolution – 1366x768 – GameMaker will scale for you, but better to design for it • Touch Compatibility – ALL interaction needs to work on both a touch screen AND keyboard (e.g. Escape to quit) – GameMaker supports “Virtual Keys” » virtual_key_add(x, y, w, h, keycode);
  • 34. The Windows Store Publishing to the Windows Store Design Considerations • Settings Charm – Publisher contact details – Other options like turning off virtual keys: » win8_settingscharm_add_entry(name, callback);
  • 35. The Windows Store Lee’s comprehensive instructions: http://tinyurl.com/dreamspark4gm Publishing to the Windows Store Windows Store Developer Account • Create a DreamSpark account (free to students/academics using a .ac.uk email) and link it to a Microsoft email account (hotmail.com, live.com etc.) • Use your DreamSpark account to apply for a free Windows Store Registration Code (normally $50) • Use the code to register on the Windows Store – You still need a credit card (a nominal fee is charged and refunded to verify your account) – You’ll also need a bank account to deposit any potential income earned by your app – Income from the US to UK is covered by a tax treaty and you just need to fill in a W-8BEN form online
  • 36. The Windows Store Publishing to the Windows Store Exporting to Windows 8 • The standard edition of GameMaker: Studio ($50) includes Windows 8 support via HTML5 (JavaScript) • Yet $50 is potentially prohibitive to students: – Creating a publishable game takes A LOT of time and A single copy of students need access to GameMaker outside of lessons GameMaker: Studio – Possible to develop using GameMaker 8.1 Lite (free) and may be enough for import to GameMaker: Studio just to publish it a school/FE college – But you cannot take a GM: Studio project back into GameMaker 8.1 once you have edited it – NOT practical to develop with GM: Studio free version as it imposes limits on the number of resources
  • 37. The Windows Store Publishing to the Windows Store Development Environment • You will need Windows 8! • Free to download as part of DreamSpark Premium You don’t need to • Dual boot is an option (e.g. http://tinyurl.com/dualbootgm) know how to use • Install Visual Studio 2012 (Express version is free it – you just need it installed to http://tinyurl.com/vsexpressgm) develop for the • Install GameMaker: Studio Windows Store
  • 38. The Windows Store Publishing to the Windows Store App Submission Process • Log into your Windows Store Dashboard and select “Submit an App” You don’t actually need to be ready to submit yet. The whole process can be stopped and resumed at will
  • 40. The Windows Store Publishing to the Windows Store App Submission Process • Log into your Windows Store Dashboard and select “Submit an App” • App Name: Reserve a name for your app • Selling Details: – Price and Markets » Free and just English-speaking territories (or just UK) » Paid and just US and UK (or just UK) – Hardware Requirements » Available to all systems (DirectX and RAM) • Advanced Features: – None – just click save
  • 41. The Windows Store Publishing to the Windows Store App Submission Process • Age Ratings: – Self-certification » Formal ratings are optional for most markets » Getting a PEGI (European) rating is free and easy http://apps.pegi.eu/Games/Submit » Avoid Korea, South Africa, Brazil and Taiwan » The lower the age rating the bigger the market » Be aware of the content of the game you are publishing – you are potentially liable... • Cryptography: – Select “No” unless you’ve added any encryption
  • 43. The Windows Store Publishing to the Windows Store App Submission Process • Preparing to Create a Package: – Launch Visual Studio Express 2012 – Select Store -> Open Developer Account – Log into your account
  • 44. The Windows Store Publishing to the Windows Store App Submission Process • Preparing to Create a Package: – Launch Visual Studio Express 2012 – Select Store -> Acquire Developer Licence – Log into your account
  • 45. The Windows Store Publishing to the Windows Store App Submission Process • Preparing to Create a Package: – Select File->New Project – Settings are irrelevant, but note the location – Select OK
  • 46. The Windows Store Publishing to the Windows Store App Submission Process • Preparing to Create a Package: – Select “Store->Associate App with the Store” – Sign in (again!) – Select your app and Associate it
  • 47. The Windows Store Publishing to the Windows Store App Submission Process • Preparing to Create a Package: – Double click on package.appxmanifest in the solution explorer (RHS) – Select the Packaging tab – Copy the Package name, Package display name and Publisher display name to somewhere safe
  • 48. The Windows Store Publishing to the Windows Store App Submission Process • Preparing to Create a Package: – Look in the Visual Studio project directory you just created for the StoreKey (e.g. App3_StoreKey.pfx in c:usersfreddocumentsvisual studio 2012projectsapp3) – Copy this to somewhere safe (with your GameMaker project perhaps). You can rename it appropriately too. » RevengeOfTheMole_StoreKey.pfx – Launch GameMaker: Studio and open the Global Game Settings for your game and select the General tab
  • 49. The Windows Store Publishing to the Windows Store Enter the package settings copied from the manifest EXACTLY If Foreground Text as they were shown is Light then Version is up to you Background colour must be dark and visa versa Create and update images for the store icons.
  • 50. The Windows Store Publishing to the Windows Store App Submission Process • Preparing to Create a Package: – Switch to the Installation tab and select the Certificate we generated earlier (the .pfx file) – Click on Install – Save the project
  • 51. The Windows Store Publishing to the Windows Store App Submission Process • Preparing to Create a Package: – That’s it for the setup. – This process doesn’t need to be repeated until you change the name of the app, or want to develop a different app.
  • 52. The Windows Store Publishing to the Windows Store App Submission Process • Creating a Package for Submission: – In Game Maker: Take note of the » Go to File->Create Application (select output folder) location as this is » When the game runs, switch back to the Start Screen where the package file will be generated – In Windows: » Launch “Windows App Cert Kit” » You may need to search for it on the first run, but it should appear on the Start Screen after that » Select “Validate Windows Store App” Wait for the process » Select the version of your game which doesn’t have to complete and _test at the end of the name address any failures
  • 53. The Windows Store Publishing to the Windows Store App Submission Process • Creating a Package for Submission: – Common App Cert Kit failures: » Running the test on the _test (debug) version » Not enough contrast between foreground text and background colours
  • 55. The Windows Store Publishing to the Windows Store App Submission Process • Creating a Package for Submission: – Uploading the Package » Find the .appxupload or .appx files generated in the output folder you specified on “Create Application” » Upload one or the other under “Packages” on the In my experience the App Dev Centre .appxupload » Once upload is complete it will perform more sometimes hangs the automated tests online system after » Common Failures: upload, so I have then used the .appx Entering the package /publisher names instead incorrectly or using the wrong .pfx file
  • 56. The Windows Store Publishing to the Windows Store App Submission Process • Description: – Describe your game and upload screenshots » MUST be 1366x768 resolution images
  • 57. The Windows Store Publishing to the Windows Store App Submission Process • Notes to Testers: – It is unlikely you will pass on your first submission – Remember to tell them exactly what you have changed between each submission. • Common Failures – Not having equivalent key/touch controls for everything – Including a “quit application” option (don’t do it!)
  • 58. The Windows Store Publishing to the Windows Store Monty Mole: Revenge of the Mole • Available Now! – Please download and rate it (its free!) – Also available on Facebook: » https://www.facebook.com/appcenter/gamesbritannia
  • 59. The End www.hiddenlevel.co.uk Dr. Jacob Habgood (Jake) Sheffield Hallam University J.Habgood@shu.ac.uk