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Question - IDE steam_user_owns_dlc for consoles?

mhermann

Member
Anyone have any experience implementing the functionality of "steam_user_owns_dlc" but in a console environment?

Any thoughts or ideas? Assuming we need to look outside of Game Maker?

Thanks!
 

Cpaz

Member
The way steam and console environments handle DLC will be completely different regardless.

However, you could easily have these checks be os dependant using the "os_device" constant.

As for how consoles handle DLC? I assume that documentation is locked behind the exports since Sony, Nintendo, and Microsoft are normally veeeery tight lipped about their SDKS. (and since there's no documentation for them in the public manual: https://docs2.yoyogames.com/)
 

mhermann

Member
I know we can offer and track DLC on the console side. But unsure how to tell game maker it as purchased. It is built in for Steam but not consoles. I may be phrasing the question incorrectly.
 

AnotherHero

Member
I know we can offer and track DLC on the console side. But unsure how to tell game maker it as purchased. It is built in for Steam but not consoles. I may be phrasing the question incorrectly.
Generally, information specifically about console development will be found in that specific console's forum or documentation, which you can access if you have the license to export to said console. The way DLC is handled might be different for PS4, XB1, etc
 

mhermann

Member
Yeah, we have access to that so I will look there. Just wanted to see if anyone had any experience on the GMS side of the equation.
 

MusNik

Member
Even if someone had such experience, he couldn't share this, because all information regarding GameMaker consoles programming / compiling is NDA'd. So you need to go into consoles forums anyway.
 
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