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chicxulub

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A member registered Oct 31, 2015 · View creator page →

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I wish itch would pass an anonymized user ID/signed token to HTML5 games so we could have frictionless authentication for remote game saves.

(1 edit)

As described here, but again, it's not meant to be used in the Itch app.

OAuth does work but mainly for a narrow use case.

You might be able to get it to open in a new tab/window, but returning the token to your game gets more complicated. In short Itch doesn't provide a way for web games to identify users and they don't seem to be interested in adding this.

Are you trying to get an access token within the Itch app or on the website? I don't think you can use the OAuth method in the app, and on the website you can't get a token for your HTML5 game directly, unless you redirect/open a new page to your OAuth URL and then redirect back to your game.

would love to check it out if it was playable in the browser

I want to speak to the managing demon.

Out now!

 

It is indeed...out of dozens of robots, only ONE has made it out so far. 😈

Discarded robots are everywhere. Some of my best friends are discarded robots.


Unviable

You are a discarded robot. Your sensors are crap, your navigation AI is laughable. Looks like you weren't even disposed of properly. Can you just walk out of the junkyard?

Unviable is a short 'walking simulator' you can play in your browser. (Chrome or Firefox recommended; may not work on mobile)

         

Yep, it's a very short web game

Thanks! This is coming out in about 2 weeks.

Unviable

(unreleased)


why u no html5 version :(

Unfortunately I haven't worked on this in a long time and don't plan to currently, but it might return some day in a different form. Thanks for playing!

Nope but would be a cool idea!

HTML5 games are great for removing the download-unzip-run barrier but it's a challenge to save game state/user ID as they run in an iframe pointing to a different domain than itch.io. Safari already blocks third party cookies and website data, and Chrome has plans to do the same. If HTML5 games are to be more than 5-minute prototypes/demos, I think some way of saving state is essential.

I can think of 2 ways:

  • Serve the iframe from an itch.io subdomain - this should allow cookies with a user ID or putting game state in local storage, though I'm not sure about the security consequences, e.g. games accessing itch.io session cookies.
  • Attach a signed auth token as a query parameter to the iframe URL so the game can identify the user anonymously and can save to its own backend.

Are there any other ways?

There's also methane, ammonia and sodium chloride-based "conditions for life" but unfortunately I never got to actually doing life simulation.

Causality was even featured on itch.io recently but still it seems underrated/underappreciated and it's hard to see why. I found the game mechanic very interesting and I especially love the subtle audio design.

Based on some very interesting ideas with great minimalist visuals and amazing audio! Much respect to the makers for their creativity.

Looks very interesting, love the visuals and audio. But I hope there will be a better mechanism to perform actions than choosing from a menu, for example keyboard shortcuts. Looking forward to the full game!

I was working on a game page for some time and to test it from different browsers I set the visibility to Restricted with a password. It turns out this means the project is published even though it's not publicly visible, so by the time I set the project as Public, it appeared as though it had been published weeks ago.

Suggestion: Communicate this better or don't count Restricted as published.