GMS - Creating And Uploading An Asset Package To Marketplace

This tutorial will take you through all the steps required to make an Asset Package and deploy it to Marketplace for sale. Before continuing you will need to have a licensed copy of GameMaker: Studio Pro (or higher), and have created a Marketplace Account as well as a Publisher Account. You can find the relevant details in the article "Marketplace - Setting Up A Publisher Account".

Once you have set up your Publisher account you will then need to set up the Market Listing for the assets that you wish to sell on Marketplace. This listing will be what your customers will see before downloading your asset package and is explained in the article "Marketplace - Listing An Asset". We would also recommend that you read over the Submission Guidelines too before submitting any packages and ensure that your product follows them.

Creating Your Asset Package

Step 1: Creating your profile certificate

Before going any further you should first create your Profile certificate. This certificate is used to sign the asset package that you will make for uploading to Marketplace, and it can be created from the Marketplace Properties window (from the Marketplace drop down menu at the top of the IDE).

Marketplace_Certificate.png

This tab is used to create your profile certificate, which is then used to verify your uploads to Marketplace and for signing them. 

You should fill out the following details:

  • Publisher Name: The name of the publisher of the assets being uploaded (this is obligatory).
  • Location: The city that the company or organisation is based in
  • Country: The country that the company or organisation is based in.

Only the Publisher Name field is obligatory, so if you are an individual developer then you are fine filling out only that part. Next you should choose a password that will be used to protect the certificate file that we want to generate, and then set the location to save the file to (you can name the file anything you wish too, as long as the extension remains *.pem). Now Click on the Generate Certificate button to save the file, and it will be used by GameMaker: Studio from now on for submitting to the asset store (basically it proves that you are who you say you are and have permission to modify the content).

IMPORTANT: We recommend that you take a screenshot of the actual settings as well as make a copy of the PEM file. Both should be saved together to a safe location for future reference, or in case you need to re-install GameMaker: Studio at some point.You cannot update assets that have already been uploaded unless the updated package is signed using the same certificate that the original was created with.

Step 2: Add Assets To GameMaker: Studio

With your publisher account set up and your market listing created, you now need to open GameMaker: Studio and create a new project. This will be where you prepare your asset package by importing or creating the relevant sprites, backgrounds, fonts, objects, scripts, etc. To import different assets to your project, or to create new ones, please see the relevant pages of the GameMaker: Studio manual:

Once you have imported or created the required assets, they will be shown in the resource tree within the main GameMaker: Studio window. You can edit them and change them from there, and you can also export them for personal use or for testing (see the article on "Creating An Asset Package For Testing" for details).

It is worth noting that no matter what type of asset you are creating, you should make sure to add an Included File (or files) that contain licence information, usage instructions and any other information that the end user may find useful.

Step 3: Create The Asset Package

Once you have your listing created, your profile certificate and all the assets in GameMaker: Studio you need to create your Asset Package. This is what will be uploaded to Marketplace for distribution. To do this you need to first log into Marketplace from GameMaker: Studio by clicking the "Marketplace" drop down menu at the top of the IDE and selecting "Marketplace Login" from the options. you will be presented with the following window:

MP_Login.png

If you have not already made your publisher account, you can click on the "Create New Account" link to get started (the article  "Marketplace - Setting Up A Publisher Account" explains this process). Once you have logged in, you can check the market listing from your Publisher Profile pages (or even create a new one if you wish) and then click on the Package Manager tab to create your new package.

The package manager will show you any packages that you have already created, along with buttons to Edit or Upload them, and at the top there is a large "Create New Asset" button. Clicking this will open a new window where you will have to go through the following steps to create your package:

1) Choose an asset - Here you need to choose one of the asset listings that you have previously created on Marketplace, as well as the version number. If the package is to update an older one, the version must be higher than the one already uploaded.

MP_Step1.png

2) Create your package - You need to select the assets that you wish your package to contain. This is done by either selecting individual assets from the resource tree, or selecting a folder (which will add all the contents of the folder to the package) and then clicking the "- - - >" button to flag them for inclusion in the package. This will place them in a duplicate resource tree on the right.

NOTE: If you add an asset by mistake, select it from the tree view on the right and click the "Remove" button.

MP_Step2.png

When you are happy that you have added all the required files, simply click the "Next" button at the bottom of the window and all the data will be saved before going to the final step

3) Review your package - This last step permits you to review the package contents and its ID and version number. If you have made any mistakes, you can hit the "Back" button to correct them, or you can click on "Cancel" to end the process (all changes will be lost). if you are happy with everything, you can go ahead and click "Create" to create the package.

MP_step3.png

All packages created in this way will be stored in the local app data folder for GameMaker: Studio (%localappdata%\GameMaker-Studio\lib) as GMEZ format files. These can be imported into Studio as regular extensions and will work fine as long as you are the licenced creator, but if you distribute them to others, they can only be used for testing and will not permit final executables to be built using them (you can find further information here).

Uploading The Asset Package

The final step is to upload your newly created package to Marketplace. This is done from the Package Manager tab of the Marketplace window in GameMaker: Studio.  Once you have created a package, it will be listed in the Package manager window, along with the options to Edit it, or to Upload it. Editing it will take you back through the steps that you followed when creating the package, permitting you to change the ID used, the version number and the assets included.

When you are happy that your asset package is all correct, you can hit the "Upload" button to add it to the Market listing. Once you have uploaded the package, if you go to the market listings you'll see the Status set to "Processing". The time this stage takes will depend on the server load and the size of the asset package being processed, but it shouldn't take too long and you will receive an email to tell you when the validation process is complete.

Congratulations! Your assets are now available for downloading or selling from the GameMaker: Marketplace!

 

 

 

Have more questions? Submit a request

0 Comments

Article is closed for comments.