![]() ![]() ![]() ![]() Select it.Įdit the Title or Description, or to Delete a Shared File If you want to update the shared version simply open the Airport Sharing menu again the save you shared should be in bold.While in-game, load the save game you want to share - you can do this by loading the save the normal way, or via the 'Airport Sharing' menu and clicking "Play Now" on the shared game. ![]() Update a Save that You've Already Shared To save your own progress simply save as you would normally.Click any game you would like to play you will see the preview and title/description and below that simply click "Play Now" to begin playing it immediately!.After subscribing to one or more maps, open SimAirport or return to the SimAirport app.Browse the maps submitted by the community when you find one that you like simply click the "+" button to 'Subscribe' to the map.Navigate to the SimAirport Workshop (linked above).While in-game, or before starting the game, open the Steam Client or the Steam Web UI.Note: If asked to accept the Steam Workshop ToS, you MUST click through and do so before your map will be visible to the public.Enter a Title and, optionally, a description (can edit later from web UI).Press ESC or click the 'Menu' button, top left.While in-game, load the save game you want to share.World Saves Share a Save with the Community 1.4 Edit the Title or Description, or to Delete a Shared File.1.3 Update a Save that You've Already Shared.1.2 Play Saves that Other Players Created.I tried play with makeing app for mobile for fun and to learn. Cant wait be able increase number of pax. =) lol i see what did there :-) I see the hint of whats comeing. It's going to be substantially better, but it'd largely be back to the drawing board if it needed to work on mobile too. that will allow for a very noticeably-higher number of passengers before any rendering related slowdowns could become a consideration. I say this while being neck-deep in super-high-performance rendering code which is specifically optimized for desktops - i.e. We'd probably look to partner with a company that has experience shipping games with those form factors & constraints instead, if we did want to pursue mobile/tablet at some point in the future. Originally posted by lvgamedev:It's definitely not something we'll be working on any time soon honestly if we did want to see a mobile version happen, it's probably pretty unlikely to be something we'd want to actually do ourselves. With all due respect to those devs & to any future partners, we'd just generally rather be building games - and not worrying quite so much about how to "stuff" our concept of the gameplay into smaller CPU/RAM/resolutions/input device constraints, more than we already do. We'd generally just rather stay focused on the core of the game - desktop performance, gameplay itself, tutorial/UX, and content.Īt some point we may entertain the idea but, as mentioned, it'd almost certainly be something we'd want to explore via a partnership with a third party. It's definitely not something we'll be working on any time soon honestly if we did want to see a mobile version happen, it's probably pretty unlikely to be something we'd want to actually do ourselves. ![]()
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