It’s a pretty dark but humorous artillery game blended with a turn-based strategic builder: You take on the role of “Ze Wormperor” and must conquer the known (and pretty flat) universe by destroying, stealing from, colonizing, and conquering the surrounding planets and your enemies.
This release would have not been so possible without your support. Thank you.
As a return favor for your time invested in answering our countless questions, please use one of the below 49 Steam keys to get immediate access to SpaceWorms (maybe it’s a good idea to comment on which keys are already in use).
Just wanted to help you fixing a bug which currently avoiding steam users with special characters like emojis in their name to start your game (it crashes).
I discovered the bug in the “profile.xml” file within the “N_PlayerName” field.
Before directly using the name of a steam user and serialize it into your xml file, I recommend using the function in the “Hello Steamworks.Net” sample of my repo before serializing it:
This fixes the bug and avoids a game crash on startup.
Further I recommend changing the file extension of “profile.xml” as it seems to have a valid json structure and giving me xml parsing errors in Notepad++.
Thanks a lot for the feedback, I implemented the fix (had something similar in place already but not nearly in all places I needed it). Also, the profile now has the correct json extension.
Nice, I gave it a quick try and I can say that it’s working now as expected.
However I experienced a different “problem” now. It’s possible to start the game without using the steam client. The game says then that steam is not running and that only the hot-seat multiplayer is available.
Is this on purpose?
Just wanted to inform you, because other people could share your game now without buying.
Oh, and there is an empty space behind the steam user name now in the profile.json N_PlayerName field. So it seems the string is not getting trimmed. Just in case this matters somwhere in your code or so.
I give more feedback to the game soon. First rounds I played were funny so far
This should do the trick for the problem with the steam client.
Just do the following first thing in the constructor of your game. It works for me.
But I’m not as acquainted with the steam-code as @BlizzCrafter.
try
{
if (SteamAPI.RestartAppIfNecessary((AppId_t) YOUR_APP_ID))
{
Exit();
}
}
catch (DllNotFoundException e)
{
Debug.DLog("[Steamworks.NET] Could not load [lib]steam_api.dll/so/dylib." +
" It's likely not in the correct location. Refer to the README for more details.\n" + e);
Exit();
}
if (!Packsize.Test())
{
Debug.DLog("STEAM.NET: You're using the wrong Steamworks.NET Assembly for this platform!");
Exit();
}
if (!DllCheck.Test())
{
Debug.DLog("STEAM.NET: DllCheck Test returned false, One or more of the Steamworks binaries"+
"seems to be the wrong version!");
Exit();
}
if (!SteamAPI.Init())
{
Debug.DLog("STEAM.NET: SteamAPI.Init() failed!");
Exit();
}
Steam.Update();
Thanks for finding all the bugs for me I totally forgot about the Steam client check: During development, we often tested it without Steam running, so I removed the respective lines. Maybe we put it back in, but I suppose that the level of economic harm from piracy is comparable to the game’s level in political correctness