In this article we will show you how to submit an asset to the YoYo Games Marketplace. Before continuing with this article, please make sure that you have read the companion articles listed below, as you will need to have completed the steps described in them before you can submit your assets to Marketplace:
If you have read those articles and have prepared your sprites and asset package, then you are ready to continue. So, start up GameMaker Studio, as we are going to submit some sprites to Marketplace!
NOTE: You cannot create a Publisher Account if you only have the 30 Trial Licence, but you can purchase and download assets.
List Your Asset Package
The first thing you have to do publish an asset is to open up the marketplace in your browser and create an asset listing. You don't have to fill out all the details here yet, but we do need to give some initial information so you can at least upload a package. So, log in to your YoYo Account, then go to the Publishers section and select the publishing identity that you created:
In the Marketplace window that opens, you will now be shown a list of the already uploaded assets (if any) along with a button marked "+Add New Asset". This will present you with the following window:
The Display Name is what will be shown as the name for the package on Marketplace, and the Package ID is what will be used to identify the package from GameMaker: Studio and within the Marketplace publisher dashboard. The PackageID must be unique to the asset being uploaded, and should follow reverse URL format, eg: com.<Company Name>.<PackageName>.
This creates the listing for your package, and you can now either go back to the Assets page and add further listings, or continue to fill in the Market Listing details for the new asset being added.
Once you have initialised the Market Listing, you will be taken to the Market Listing page. The listings page is where you define the type of asset package being added, as well as give details of what it contains and other relevant information:
Primary Category - this is the type of asset that you are creating, in this case you would choose Sprites. Once you have your primary category set, you can then continue to choose further sub-categories for the sprites which will help people to find the appropriate asset when searching Marketplace.
Package ID - This displays the package ID for the asset being added. It cannot be changed and each ID is unique to the Market Listing being created.
Display Name - The name of the asset as it will be shown on the market listing page (max 255bytes).
Description - A short description (less than 2000 words) that describes the asset, it's functionality and possible uses.
Keywords - One or more words that can be used to narrow down searching to find your asset on Marketplace. These keywords should be relevant to the asset!
Age Rating - The age rating that should be applied to the asset, with the following criteria:
- 4+: Assets in this category contain no objectionable materials.
- 9+: Assets in this category may contain mild or infrequent occurrences of cartoon, fantasy or realistic violence, and infrequent or mild mature, suggestive, or horror-themed content which may not be suitable for children under the age of 9.
- 12+: Assets in this category may also contain infrequent mild language, frequent or intense cartoon, fantasy or realistic violence, and mild or infrequent mature or suggestive themes, which may not be suitable for children under the age of 12.
- 17+: Assets in this category may also contain: frequent and intense offensive language, frequent and intense cartoon, fantasy or realistic violence, frequent and intense mature, horror, and suggestive themes, plus sexual content, nudity, alcohol, tobacco, and drugs which may not be suitable for children under the age of 17.
Price - The pricing tier that your assets should be set to. Think carefully about the price that you set here, and make sure its adjusted to the quality and quantity of the product that you are offering.
Required Modules - Here you can select the minimum or absolute requirements for your assets to be used correctly.
Support Email - An email account where people can contact you for support should they have any issues with the asset.
Support URL - A URL where the user can receive support for the asset (ie: FAQ's, Forums, Contacts etc...)
Marketing URL - A URL where the user can get further information about the asset and the publisher, as well as see videos, screenshots and any other related marketing material.
Finally you will be required to supply a number of images to properly market your assets on Marketplace. An icon (200x200 PNG) and a feature graphic (1140x360 PNG), then at least one screen shot (which should be PNG but can be authored with the following sizes: 1280×720, 1366×768, 1600×900 or 1920×1080), and finally you have the option of adding in a video from either YouTube or Vimeo.
With all these details filled out, you can now click on "Save", which will take you back to the Assets section of the publisher dashboard. You should now see that your assets are listed and you are ready to upload the package and publish.
Setting up a Service Listing is slightly different to setting up an asset listing, and you can find full details from the follwoing page:
You can now go back to GameMaker Studio and prepare the asset you have created for uploading. You will first need to load the asset into GameMaker, then go to the Marketplace menu and select Create Package:
This will then open the package upload window where you have to select the publisher account to and the Package ID as well. You then give the package a name and select the type of package you are wanting to upload. It can be either one of the following:
- Asset - This is the most used and general of all categories and will create a regular Marketplace package for scripts, objects, paths, etc...
- Demo - A demo is a special package that once it has been added to an account will show up on the Demos section of the startup page.
- Tutorial - A tutorial package is one that, when added to a alibrary, will be shown in the Tutorials section of the start-up page and will then be shown integrated with the IDE. You can find full details of how to make a tutorial package from the manual.
Once that's done, you can add and remove the resources that you want to be part of the asset using the window on the right of the upload screen. When you are ready, simply click the OK button to begin the upload.
Once the upload is complete you need to go back to your Marketplace account and check to see if the asset passes through verification. Once it has passed and there is no issue with the actual Marketplace Listing (if anything is missing like keywords or images, then you will be informed by a message at the top of the asset listing), you can then go ahead and click the "Publish" button:
Congratulations! your asset is now available on the Marketplace!