posted
So, I have signed up to be a steamworks developer in the Steam Direct program.
They are vetting my identity for a week, after which I will put basically the current version of WoS on Steam (for free).
Basically, no difference from downloading it from my site, though the advertising possibilities are interesting.
In fact, it's not the exact same version since that version required a certain amount of hacking to build with a modern compiler, but now it does and I worked through the initial obvious nits.
I am also making a new embedded browser thingamy, since the old IE one doesn[t look like it's turning itself into an HTML5 friendly item. So I am just using the 'cef' standard and it's working pretty well, though I haven't done the hard part yet.
So, this will be WoS on Steam for purposes of the install and launch, but once playing it still goes to the old servers and such.
Then we can think about what might be nice to change. I was playing WoS: Rune Runners (for android) and it's not awful at all, just needs the multiplayer stuff from synSpace.
Now let's see if I can post this from the new browser...
Posts: 11017 | From: California | Registered: Dec 1998
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posted
man, that's great news. i've been wanting to get back into the game, but servers are dead... if this brings even a few handful more people in that'd be great. still love the game, just needs people.
i'm assuming there'll be a way to buy golden soul with steam wallet?
posted
I'm super excited for this. Vis-a-vis our emails back and forth, I still think one big change that could future-proof WoS for a few more years would be support for modern file formats, like MP3, PNG. I don't think the loading times are a huge concern anymore since I made a test game with a 8MB world map and it loaded in a matter of seconds, and that's on a 8 year old laptop!
Posts: 13 | From: Canada | Registered: Oct 2017
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posted
That would be awesome. Also, any update? since it's been more than 3 weeks now since this announcement.
If it did support modern formats, and a new slew of modders came in, (honestly, I think just the fact the game is so customizable with characters/maps/etc will bring tons of new people in who've never heard of this.) we could have some awesome new content.
Posts: 23 | Registered: Jan 2018
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posted
Unfortunately, I spent the Holidays in the Hospital unexpectedly and while I am now home and feeling pretty good, I'm way behind in everything else (more than usual, I mean :-)
But I didn't see any email from Steam yet, so I don't think they have vetted me as a reliable company yet.
-------------------- He knows when you are sleeping. Posts: 11017 | From: California | Registered: Dec 1998
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-------------------- Innovation aimed at benefiting humanity is useless if it’s only accessible to a wealthy minority. Posts: 3505 | From: In the Cataclysm of the Paradox | Registered: Apr 2008
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posted
Damn, sorry to hear. and I heard it takes them 30 days to do the vetting process through steam direct.
Posts: 23 | Registered: Jan 2018
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posted
They've began to alert us. We'll be called back relatively soon. They're pulling the plug on this species afterwards.
-------------------- Innovation aimed at benefiting humanity is useless if it’s only accessible to a wealthy minority. Posts: 3505 | From: In the Cataclysm of the Paradox | Registered: Apr 2008
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posted
I was wondering if you had or not. its been atleast a month. might pay to Email them.
Posts: 268 | From: New Zealand | Registered: Oct 2011
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posted
Definitely... It should only take 30 days according to steam direct page.
There are a couple of additional timing requirements before you can release your first few titles on Steam: *A 30-day waiting period between when you paid the app fee and when you can release your game. This gives us time to review your information and confirm that we know who we're doing business with.
Posts: 23 | Registered: Jan 2018
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posted
Holy crap looks like I logged on at the right time. Really hoping that this goes through. I for one would pick it back up if we got some active members. Hell, I know I'd be able to recruit a few players as well.
posted
i'd probably be able to get a few people on too, have a few in mind. can't wait to get back into the game again.
Posts: 23 | Registered: Jan 2018
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posted
This is great news (that WoS may have some kind of future).
I never intended to stop developing World's End but there just seemed like there was no point in it.
These days there are very many gamers who appreciate retro, minimalism, old games, interesting or novel games... WoS remains a very unique option in gaming.
Incidentally, recently I realised during these wilderness years that the "orphan world" version of World's End is not the most recent, that was (barely) being played when I was last around.
Turns out I even have every version patch up to 1.42 since the original, ill-fated v1.04 release.
I remember back in the day bandwidth was a problem for hosting. I expect not so much for a WoS world these days!
I was thinking, at the very least, about setting up a little website for World's End, irrespective of the state of the servers on syn-r. I'd begun wondering about free hosting and maybe a sub-domain... but then I saw this thread.
Hi everyone! I hope your health is feeling better, Samsyn.
-------------------- World's End - Open World RPG Version: 1.42 worldsend.000webhostapp.com Posts: 1692 | From: Hồ Chí Minh / Sài Gòn | Registered: Mar 2001
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posted
Any word on what's happening? been so hyped to get back into this once i can refer some friends on steam to it... since every server otherwise is dead T_T
Posts: 23 | Registered: Jan 2018
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I'd love the chance to play this game again, it was one of my favorites back in the day! I hope Steam lets Samsyn in!
Posts: 1 | From: Indiana, USA | Registered: Mar 2018
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posted
Good to see so many people still want to play the game when its moved to steam. Was wondering if any of you's would jump from time to time even though it wasnt on Steam. Injury has a few servers up now, and im more than happy to put a few up from time to time when the connection allows. granted the player base doesnt normally rise about 8 (give or take timezones) but still it would be good to see more and more people jump around.
Posts: 268 | From: New Zealand | Registered: Oct 2011
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posted
every time i try coming back, every server is dead, or there's one with just a single afk person on it... i'll play for an hour or two and then leave again, lol.
Posts: 23 | Registered: Jan 2018
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Thats about normal. generally how we all end up catching with each other is by hanging around afk.
If its not me (Lucid/Leave_Me_Dead) its TyeDye/Leotryx or Injury. and maybe a few others.
Posts: 268 | From: New Zealand | Registered: Oct 2011
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I work at ZeniMax now and we have the hardest time getting through to anyone at Steam. It's a pain, especially with a first party outage that borks a certain MMO and it's users.
Workshop everything you can! It would be great to get WoS a fresh look.
posted
I think maybe they didn't like my email address being a little odd. Since I own my own domain, I can just make up email names and they all get to me. So when I sign up with a service that I suspect will sell my email to someone else, I use a name like 'steam@sr.com' and that way if I get some unexpected advertising sent to that address, I know steam is the one that leaked my address,.
So when signing up with Steam (trying to list WoS, I mean), I had to use both my official steam email, and my generic email, and I wonder if that confused them.
Come to think of it, I think I paid with PayPal (the $100 listing fee) and maybe I should check that that really happened.
-------------------- He knows when you are sleeping. Posts: 11017 | From: California | Registered: Dec 1998
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I mean, steam wouldn't hit you with any spam mail, infact, they don't send any at all unless you do stuff on the market, or have community moderation messages(such as being banned from the forums)
Posts: 23 | Registered: Jan 2018
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posted
Yeah, I can agree I've gotten no third party spam from Steam, but I set that up ages ago when I was plagued with mysteries. I did verify that it is still working, however, though knowing me, it's always possible I deleted something without reading it thoroughly.
And my gumption is stuck in molasses at the moment, though I took the twenty seconds of searching on youtube for 'how to convert from Eclipse to Android Studio' and it was about as close to a no-brainer as possible.
So in one sense I have converted everything, and it all compiles and links (except synSpace, of course), but I assume there will be little nits here and there. Mostly I've just had to juggle version numbers of AS, AS android plugin, and gradle to get values which were mutually acceptable.
Everything (but SynSpace) runs in the emulator, but not with hardware acceleration enabled for some reason. But Rune Runner runs and I think that's officially the most complicated code.
I think synspace might be using a deprecated function somewhere, but AS is less good than eclipse at bringing that sort of thing to your attention. The gradle build logs claim all built well, but if you dig enough you can generally find another log that points to the opposite.
Chances are good I'll never have to do anything *thoughtful* with gradle, so that's promising.
The TOOLs menu, however, will just not give me the 'android' option which is supposed to be there, and that's my only access to 'sync project to gradle' as far as I can tell. Something which maybe needs to be done a lot.
But hey, all that 'lost source' from my HD failure is now apparently building fine. So long as I can recover my cipher keys, there should be a happy ending.
so long as I find some gumption. I *know* I had it around here, somewhere.
-------------------- He knows when you are sleeping. Posts: 11017 | From: California | Registered: Dec 1998
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