It looks like the game was removed from RPGMaker.net wholesale, yes. I don't know what to say. While I have a working copy of the last version of the game I downloaded, it feels like it'd be wrong to upload it without permission. It might be better to just see if someone can get in contact with the developer and let them know their sites are down and to consider actually uploading a copy to itch itself, assuming they themselves don't just want the games to be unavailable.
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As a Ren'Py title, it should actually available for all three major platforms.
If you're using the itch app, though, it won't let you install it via it unless a developer marks the supported operating systems for each individual download on the itch site itself.
I'm sure eventually either the developers will figure out to do that by default whenever they upload files, or the "butler" system developed concurrently with the app will advance to a point that it can identify operating systems somehow, whichever comes first.
It's not really a bug, the app is apparently not intended to support redirect links to files hosted off-site, as responded to in this git issue. In the upcoming version 25, the downloads folder (where mid-extraction compressed files and installers tend to be stored by the app) should properly empty out failed or cancelled downloads, including empty files made by redirect links mildly confusing butler.
hebilee could decide to eventually upload the demos to itch and that should let the app properly install them.
Hey, it looks like the epic.ogg and love.ogg files are corrupted in the PC version's zip file and therefore don't extract properly. Might want to check if the rest are similarly affected. Just thought I'd bring it up in case nobody else has yet.
Sorry it took me a while to respond, got a little occupied IRL!
From what I've seen, it does seem like quite a few devs I follow do upload incomplete games far before they're even in a playable early access state. These early entries tend to be associated with ongoing Jams from what I've seen, and updates posted to them serve to make said games' devlogs publicly accessible. I don't know how many people read said entries, but I do know that a few developers frequently post progress updates, even if they don't yet have a demo to show for their work.
So in the long run, it's less about "itch.io" culture from what I can tell, and more about "each individual dev's culture." Some developers' updates are just links to external sites (blog spots, tumblrs, forum threads, Ludum Dare pages), others' are just announcing that the version on itch has been updated or patched and posting a snippet of a changelog, some are screenshots or videos, others are Patreon links and inventive listings, etc. There doesn't really seem to be a standard people follow- plenty of developers just upload their new game and only really interact on their game page's comments, others only participate in jams exclusively and only post within the forum of a jam they're currently working on.
At any rate, I think you should just choose something you're comfortable with! Since the site hosts pen and paper modules, comics, and tools as well and all of these can have "devlogs" of sorts made for each, it's kind of difficult to really cement a sitewide culture.
I think posts like these will probably only be picked up by existing followers on the norm, so it might be better to still go ahead and create the game's page so that peeps can find the posts easier that way. Unless there's some sort of NDA type deal or you're waiting for a publisher's go ahead to do so, in which case yeah, these'll do fine.
I enjoyed both CUPID and Who is Mike on Steam, so I'm glad to hear you and your team are working on more stuff!
Caro.o is probably referring to installation not completing via the itch desktop app, which I can confirm doesn't seem to work for your game: The zip file appears to download correctly, but it seems that when it comes time to properly extract the game, the app stops when it extracts the contents to a "575979.zip-stage" folder into its downloads folder, creates a Wake Me Up folder and then... gives up, I guess? Usually it would've properly created a .itch hidden folder but it seems like the Desktop app fails doing this.
Funny thing is that the itch desktop app doesn't really have a way to automatically send failed installation attempts of this nature into its github's issues pile the way it can for games that present problems post-installation, since its built in "report bug/issue" button is only enabled for games it successfully recognizes as part of its installed library. But I'm presuming the issue lies more with the itch app than it does with you, jpe.
I've manually opened an issue at their github so that the people who prefer using the desktop app exclusively get a shot at playing your game. You can peek at it here.
I could navigate the place now, it worked for the most part! There's a few objects that are still a solid, unshaded pink, though:
... and the WISE letters in the secret area. But otherwise, I managed to navigate my way around the place this time!
There's a completely untextured/unrendered area that the player can visit (i.e.- the platforms and objects on them are completely magenta/hot pink). Is that working as intended for the current build?
Rindre, could you start tagging what operating systems your games are compatible with when you upload them? The itch app isn't smart enough to discern such info on its own yet, and people who browse using it exclusively can't download things through it if their current OS wasn't selected by the game's uploader as a compatible platform.
That aside, looking forward to playing another one of your games and maybe participating in the Pixel Horror Jam 2017 you're hosting!
Edit: Played it. It was short, unless there's more content I missed. Definitely leaned more towards Silent Hill 2 inspiration than the translated Taut demo, huh?
The game looks good so far, especially the fish-eye lens effect on the interesting, weird looking heads up interface showing phases and dream depth.
I couldn't seem to find the area depicted in the screenshot, and after falling asleep I could not really save my progress because choosing to Awaken spawns you inside the right half of the bed tiles/sprites, where you can't really move out of it. You can go back to sleep since you can examine the bed's left half, though, but I assume the trapping of the player's unintentional.
I really liked playing through your game! I downloaded it before it vanished off the jam's page. I hope you're still participating and you only took it down temporarily and will have pinkuboa/Doc Saturn re-add it within the next five days, unless some other issue I don't know about is the reason it's gone.
Ahh. I think I had that happen to me once on a different game, but it only really triggered the one error message before crashing. I fixed it by running the affected mp3 through Audacity and making the bitrate constant instead of variable (i.e.- re-exporting it). If I knew which filename the song that's meant to play was I'd give fixing it a shot on my end (or just go through all of the mp3s one by one).
I don't know if RM2003's incompatibility with variable bitrate files has anything to do with codecs, though, or why it only seems to happen to some people when they extract RM2003 games.
I got bombarded with several Not Implemented errors when trying to leave the right of the mountainous area shown in the second screenshot. Every other area I can access appears to work fine without crashing.
Yeah, it looks like Windows Defender's under the impression the Game and Gamemgr executables are Ramnit.J and Ramnit.A trojans, respectively. I assume it's a false positive on their part, so I'm not sure what can be done about them.