Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Beuc

17
Posts
2
Topics
19
Followers
A member registered Jun 03, 2018 · View creator page →

Creator of

Recent community posts

Firefox in private mode indeed refuses to save games (which makes sense, because they would be lost when closing the window), I plan to detect and make that message clearer.

The anti-virus block is annoying (but I'd be curious to know if Microsoft also blocks its own chromium-based Edge browser.) Is there a way to report this as a false positive?

Hi.

None of this should happen when testing a web build from ren'py.

I'll need more details on your environment and how you're testing.

Hi. Clarifying that error message is on my TODO list, yes.

Keep bugging the itch.io staff ;)

It now says: "This topic has been auto-archived and can no longer be posted in because there haven't been any posts in a while. If you have a something related to post consider creating a topic in Questions & Support."

I believe this is the same issue as:
https://itch.io/t/850753/ios-web-games-and-iframes-error

As you can see we haven't been able to get any feedback from itch.io staff :/

Hmm, good thing I checked the page because I missed your post notification.

I never saw the push/pop notifications you mention.
I suspect there is some Python "print" calls somewhere in your game.
I'm considering blocking those, but they are usually debug left-over that are best removed, for performance reasons.

(if that's not it, send a screenshot and details about  your OS/browser brand&version)

(1 edit)

Hi,

For itch.io, you don't add files to game.zip.

You make a new .zip (e.g. myvisualnovel-web.zip) that contains all the build directory files (e.g. all the files within myvisualnovel-1.0.0-dists/myvisualnovel-1.0.0-web/), including game.zip (in the end, there is a zip in a zip, e.g. game.zip in myvisualnovel-web.zip).

@itch.io staff: note that this isn't specific to RenPyWeb, this applies to all HTML5 games and storage methods.

It is true to playing directly at the CDN bypasses all the fullscreen & orientation-locking wrapper.

Maybe this wrapper would need to be hosted at the CDN as well.

Or maybe the CDN could be exposed as a itch.io subdomain to solve the root issue.

A little test case:

beuc.itch.io/the-question-web (iframe, error on save)
v6p9d9t4.ssl.hwcdn.net/html/2152259/index.html?v=1591301965 (no iframe, no error on save)

Hi team,

I'm developing Ren'Py's official web port ( https://renpy.beuc.net/ ).

With iOS working better with WebAssembly, I get bug reports about the way itch.io embeds web games, using a web host with a different domain.

This triggers IDBFS (storage) errors when writing savegames:
IDBFactory.open() called an invalid security context
because AFAICT the browser considers this is akin to storing a 3rd-party cookie (itch.io -> *.hwcdn.net). This was already the case with Debian's Chromium (see Emscripten thread), which blocks 3rd-party cookies (and cross-domain IDBFS) by default, but now this happens on a major mainstream browser/platform.

Playing the game directly at *.hwcdn.net solves the issue.

What do you think about opening web games directly at the CDN for mobile users?

I would suggest checking the F.A.Q. on size :)
https://renpy.beuc.net/#faq

I don't understand: when a privacy-enhanced user checks a game's page (e.g. because they found it via itch.io search), they just get the sitelock warning indefinitely and confusingly. Are you saying gamedevs need to ensure users play the game from outside itch.io via an embed?

Just let us decide whether to enable it.

How about letting devs decide whether they enable sitelock?

How about disabling sitelock when there's an empty referrer (means the player uses whatever privacy extension)?

Congrats!

Hi,

As part of the RenPyWeb engine, I need to transmit a large-ish .wasm with browser-level gzip compression (75% gain).

Embedding a JS gzip decompressor is proving increasingly hard to maintain, is less efficient, and incompatible with .wasm streaming compilation.

I can't find documentation on how compression is meant to work at itch.io and my tests so far are not conclusive (I can't find a way to both get content-type=application/wasm and content-encoding=gzip).
What do you guys recommend?