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eigenbom

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Thanks for the comments everyone, and thanks for the video Jupiter. :)

Classic sokoban with a hacking twist. :)

Loved driving around the chunky neon world!

Loved it!

Thanks Kalonica, yeah the game is hard, I agree! Hint: the long sequence goes 1234567890abcdefghijklmnopqrstuvwxyz!

Hey, thanks for letting me know. I've uploaded an alternative version for those who have the same problem. You can play it here: http://bp.io/crash/crash.html

Ok I patched the launcher to hide itself and only quit after the game has closed. It seems to work fine in the sandbox now. Thx!

ah ok,the launcher explanation sounds legit, thx dude. Shouldn't be too hard to keep the launcher active to get around this issue.


So ... does this mean itch doesn't show "running.." after the launcher exits? (will check this tomorrow)

itch.io community » itch.io · Created a new topic Sandboxing bugs
(Edited 1 time)

Sorry if these have been addressed but I couldn't find a forum search function.

I enabled sandboxing and am having some trouble getting my game to boot. Process Monitor shows that the app can open and load lots of files but then gets an ACCESS DENIED after a certain number of files have been loaded. There is nothing special about the file, it's like all the others in terms of permissions, etc., so I'm not sure exactly what's happening. Sometimes it'll get access denied for a different file.

OS is Windows 10. Turning off Windows Defender doesn't change anything. Manually setting permissions doesn't help. Setting permissions of itch games folder to give access to itch-player and then uninstall->reinstall of game doesn't help.

One weird thing is that *after* running the game from within itch/sandbox, there are big red Deny ticks in the permissions for the executable (although it still seems to be able to read quite a few of those files.)

Also one other bug: Changing install locations and then clicking 'reinstall' doesn't install the game to the new location. Have to uninstall and the install for that to occur.

Ok cheers!

It's the most recent one, running in a virtual machine. itch: v18.6.0, ubuntu 16.04.1 LTS.

Some more info: Before this occurred I had changed the filename on the server (from .tar.gz -> .zip because of the other issue I had), and then had to re-install the game under the itch app.

Still experimenting with the Linux itch client...

I pushed an update and then clicked 'Check for update' and received this message "Could not check for updates: options must be an object".

Clicking "re-install" re-installed the game but it wasn't the most recent build.

Uninstalling and then installing finally got the latest build.

Thanks Amos. I'll just use .zip.

Hey guys, just a minor thing but I can't push .tar.gz's thru butler. I've switched to .zip for now, but I see that I can manually upload a .tar.gz thru the website and it works in itch as expected. Here's the output of butler:

butler.exe push --userversion=191000 file.tar.gz user/app:linux-beta
βˆ™ For channel `linux-beta`: pushing first build
*errors.errorString zip: not a valid zip file
C:/Go/src/runtime/asm_386.s:1585 (0x4750b1)
Failed to push build to itch.io!

Hey guys, I just spent some time figuring this out.

Running from windows. The butler command line docs say to use an equals sign --userversion=USERVERSION.

I was unsure whether the version was actually getting transmitted -- it'd be nice to have the user version displayed in the app and on the edit game page. Running butler status user/game:channel returns invalid game. In the end I visited https://itch.io/api/1/x/wharf/latest?target=user/game&channel_name=channel and saw that the user version was successfully updated after all.

Haha, well I am optimistic. I can imagine it working well under various constraints, e.g.: a user joins, a new room is generated and attached to a dungeon, the user can only add things within the bounds of that space. An auto-moderator tracks the changes and only applies them globally if the rules are followed. Easy to grief but so be it. ;)

Another idea: everyone builds their own self-contained worlds (based on some common template) and a global portal world connects them up. A voting system shows a score above the portals so you know what you're getting into when you walk through a door.

Just dropping by to say Hi and I'm super excited for you guys :) You know I've been a big fan since Craftstudio and I wish you guys all the best!

Here's a strange idea: Run a superpowers server as a 'game'. Have thousands of people connect to it and play with the world by modifying the assets etc. Thoughts?