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A member registered Jun 06, 2016 · View creator page →

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It depends on the type of game.  2D graphics vs 3D graphics won't make a difference

Pixel art is a different story - it's an acquired taste and  polarising - some people love it and others won't touch it because it's consider dated, old-fashioned etc. 

Also note that pixel art doesn't scale well, despite popular belief, you need some settings on the user's side to override the default Windows graphics.  I saw that Unity has a special plugin / extension to solve that problem, but most other software I've played with doesn't have that feature and the pixel art becomes blurry when scaled up.

If your device is below min version of 21 SDK - Android 5 - it won't install - any users who have devices below that - and there still are users out there with those devices, won't be able to update - the app won't install.

I'm not sure where you're publishing this but Google Play won't accept app updates on 28 SDK - only on 29 SDK - i.e. Android 10.  In other words, they'll reject your update and there will be nothing to update for the users.

If you're doing a direct install then you could have a block on Google Play Protect.  Make sure that is disabled.  They block apps that don't come from the Google Play Store. 

You can update a game on Google Play as often as you like - so if you want to amend the game etc. you can do so.

As long as your description is clear i.e. here are the first 3 chapters / levels and more will be released as they're completed, users should be okay with that. 

 If you don't specify that, then they'll most likely ask for a refund as they might feel they paid for something they didn't get. 

Another solution would be to have in-app purchase and you could release them in blocks like:

  • Chapter 1 or Level 1 is free
  • and then charge $1 for every additional chapter, or every additional 2 chapters depending on your price-point.  That way you're free to add in chapters, and people can buy them or not as they wish and they won't feel that they've paid for something they haven't received.

Or split your project into versions :

  •  LongStory 1 - is the first 5 chapters or levels that they buy separately
  • LongStory 2 - is the next 5 chapters or levels that they buy separately etc.

Your game is only indexed on itch.io when there is a file to download.  If you publish it now, it will show as free (because you can't charge for a non-existent file) and there will be nothing to download - people will possibly look at the page but then move on and forget about it. If they search for a Christmas themed game, yours will not appear because it won't be indexed.

When you add a file in it,  it probably won't appear under new releases any more and you will have missed that window of opportunity.

You should publish it as soon as possible, because people are starting to play Christmas games - but don't publish it until it is ready.

I posted many months ago that the Edge mobile browser blocks widgets from itch.io - I also reported it to Microsoft.  This continues to happen and it is the tracking feature that is blocking the widgets.   If I allow sites to track me - then the widgets will display.  If I disable sites from tracking me - then the widgets won't display.

However, on Firefox, even with tracking disabled - it will still show the widgets.

On Edge PC desktop, even with tracking disabled - it will still show the widgets.

Only Edge mobile it treats them differently.  Is there anything in the widget creation that can be changed to overcome this? Or a way for the widget to just revert to a link if it's blocked?

Because I suspect the majority of Edge Browser users on their cell phones are unable to see the widgets - they're blocked by the default settings.  You have to manually whitelist the site, or go and change the settings away from the default tracking settings in order to see the widgets.

Yes you may.  There is a readme included in the zip file that gives you full commercial rights to use this in your games as long as they're embedded in the game i.e. part of the game.

Itch.io isn't a site that pays developers for downloads.   Nor do people have to pay itch.io.

Itch.io shares in the revenue as per the individual game developers' settings.  However, itch.io carries over all the external costs to the individual user - like payment processing fees and tax certificates.  They carry the internal costs, the server, the admin, the software etc.  (or recover it from their revenue share).

If people voluntarily donate to the games or assets that are free, then the person who made the game or asset will get some money - else they won't.  There isn't any pattern there -some people will earn money, some will earn nothing. 

I know there are sites that pay game developers x amount per download, but they have a different business model, and claim that they receive the income out of external sites paying them for the data collection on the users, or for advertising and pass that onto the game developers.  But itch.io isn't one of those sites.

Right now there's a problem with anti-virus software flagging games - and I've had games flagged from reputable companies that wouldn't have a virus in their games in a million years - it's just that the anti-virus software seems to be fighting against game developers so you have this:

  • Because I allow you to save your name - I have to record your typing in the name - now it's flagged as a  key logger.
  • Because I allow you volume control - now it's flagged as something that is going to interfere with your system.

The list goes on...

The better response would be to ask the person to submit their game to Kaspersky so that they can whitelist it, so that users won't have that problem again. 

(Not saying there is or isn't a virus there - just giving them the benefit of the doubt here because there's a lot of false positives out there right now.)

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Anything between now and never.

Unfortunately, there are no guarantees of a sale.  Itch.io provides a platform but beyond that you have to market the game yourself.   The majority of my games have no sales from itch.io members - the sales they do have were

  1.   I had a promotion on another site and redirected people here;
  2.  my friends that buy them - even though I'd give it to them for free - or in some cases did give it to them for free;
  3. when I put them on sale - long time ago before itch.io had this many games on it - I've had no luck with recent sales.

Colour Invaders:  Space invaders with a twist - they can only be shot down by a "bullet" that matches their colour (it's a happy face you're shooting at them, not actually a bullet).

Colour Invaders


Dry the Tears:  Tap the tears as they appear to dry them - don't let them disappear.  

Dry the Tears


Face Match:  Make every group of faces match.  Tap / Click the animating faces when the right face appears, to lock it in place.

Face Match


Fight the Sadness: The sad faces will grow and take over the happy faces - keep tapping them to keep them small so that the happy faces can take over instead.

Fight the Sadness


Sad Clouds: The clouds are crying so much they'll drown the world - catch the rain in the magic container that will dissolve the rain and save the world.

Sad Clouds


Squash Them:  Watch for the "fish" that stop smiling and immediately squash them!

Squash Them


If you're still reading at this point - THANK YOU!!!!

These are 6 mini games  that I wrote just for fun in  Clickteam Fusion using the free html exporter.    The games and graphics were created a while back as part of my Android game,  Quirky Emotions Game, but never made it in.  So here they are as browser games instead.  Hope you have fun playing them.

You're wrong about Fusion.  It's constantly being updated - there was a new update this week.  They offer a variety of export options like Android, IOS, PC and when I've had games played by several hundred people that were made in Fusion there were no technical issues reported with the software at all - it's stable.  They released a major feature update not too long ago.  The only thing you got right is that it is paid and that the free version doesn't do much. There are a lot of people using it, a lot of games, more than that one game - more types of games.  They have a Windows Universal exporter that is mostly I think for XBox rather than windows mobile - but I'm not sure, in any event this is not a new or recent addition, it was released when windows mobile was still a thing.

I wrote about 15 games in GameMaker and not one of them was a platformer... but yes, you do have to learn their coding language.  GameMaker hasn't been free for donkey years - it's just that they kept doubling the prices to catch up to what other software was charging and then went overboard - but I believe they reduced the prices again, I haven't checked in a while.

GameMaker - requires you to learn some coding, is very powerful, has lots of features - is expensive - has good documentation and tutorials - I struggled to get help in the forums, most - how do I do this - didn't get answered.  I eventually left because I just didn't know how to program stuff and couldn't get help and couldn't figure it out - I wrote a lot of games in it - it's just I wanted to do more advanced stuff and I was at a point where I'd have to go taking a course on programming or change to different software.

Construct - I've not used, but used a similar one - it's tedious to drag and drop instead of code stuff, but if you don't want to code, or don't know how to code - then this is much better.  It has a reputation for people churning out the same stuff over and over - so I don't know how versatile it is - just that a lot of people publishing in it - are making the same basic platform games.

001 Game Creator - never heard of it.

Godot - I've played around with it.  It's got some fantastic features and some horrible features - horrible features like they pack everything into the game and it makes a small game balloon up to 40mb - you can install python and scons to overcome this - but that's something else.  It's not well suited for "click" - because to click on something you have to create a 2D area - a sprite and a collision mask - write a signal to send the click - write a bit of code to receive the click - and in contrast GameMaker and Fusion - you just say - click.  (With the exception of interface elements - but then you can't move them or do anything else with them.) Godot has fairly okay documentation, some good tutorials and some that don't really work.  It's well suited to some kinds of games - like walk and collide with stuff.  It's strength is that it's really portable across devices with no extra input required - you can export to mobile / pc at at the same time.  It has an array that is amazing - it makes coding stuff really easy.   I did find it unstable, it crashed a lot and corrupted my data.  This is because I change my mind a lot on graphics I want to use etc. and Godot doesn't handle that well.  

GDevelop - I installed once, had a look at it, read their terms - uninstalled it.  I don't want software that will limit how many times I can compile something or charge me extra for it.  I never gave it a fair chance - because, well I don't want software that will limit how many times I can compile something - because something is going to go wrong or I'm going to reach that limit when they're not at work...

Clickteam Fusion - is what I use.  It takes a bit of getting used to, but is very easy to figure out once you get over the initial learning curve.  It's a visual language and what you need is in front of you - so you don't have to learn how to make something visible / invisible - you just click under the object and select that.  It's like a large spreadsheet interface.  It can become tedious programming like that - but the ease of use makes up for it. The forums are friendly and helpful but it might take a few hours or days to get an answer as there's not that many people there.   There are a lot of free tutorials - and also paid tutorials and education.   Their documentation is sketchy - tells you only the basics - but most of what you need to know you'll find by doing a search in the forums.  I'm biased now - because this is what I use - so uh - you should definitely use this one - it's the best :-)   

People use it - but the name of the software is Fusion - Clickteam is the name of the company that writes Fusion.  The free version is more of an introduction or stepping stone into the paid versions, so mostly you'll see games written with the paid versions, and if you use Fusion Developer, like I do, then of course there's no brand inside my games to indicate that, but they should be listed under the link that No Time To Play posted, because I fill in those fields when I publish something here.

I noticed today that the Edge browser on mobile - is blocking all my widgets from itch.io.  In place of the widget I get a large i and if tap that - I get a notice - An extension has blocked requests to the server.

The widgets work on Firefox, Chrome, Edge Desktop as well as Chrome and Firefox mobile.

I can't find a setting on the Edge mobile to sort this out - all permissions are set, I've turned off the ad-blocker and everything I could find that could possibly be blocking this.   Does anyone have an idea of why this is happening and how to fix it?

It's not blocking a direct link - it's just blocking the widgets.

Yes.  Itch.io.  Have you seen how much free art to use in games is right here?!

Further than that it depends on your game and what kind of art you're looking for.

Other sites you need to be careful that they allow commercial use - that's normally indicated somewhere on a legitimate site.   If you publish the game, it's not personal use - it's commercial use even if you don't charge for it.

You can find free art at Pixabay.  - they indicate next to each picture whether it's free for commercial use or not.

 Renderosity also has a huge free stuff section - they also show beneath each picture whether it's allowed for commercial use.

Windows will show that popup on any software that isn't popular or isn't known.  They will also show that on updates of software that previously had enough downloads.  This is all software, games included, that are installed via Windows.

There isn't anything you can do about it.  Once enough people download it, that will go away - it might never go away in the case of most games on itch.io

People who play games from itch.io and other indie sites are used to seeing that banner and will ignore it.  

If you install something through a game console - like itch.io app - then it bypasses this and you don't get a warning because the app is installing the game, not Windows installer.

However, I have never seen that pop-up installing my own game that was built on my own machine.  I did change a setting at some stage to state that I'm a developer in Windows and on my anti-virus - there was a setting that said don't check executables that were built on this machine. 

Want to create your own time-management game?  https://evolutionarygames.itch.io/burger-shop-example


Time-management games seem easy - it's just clicking after all - but once you get into it, they are actually quite complex because of the number of things that have to work together.  You have customers, their orders, the interface for the user to create the order, the checking if the order is complete and the whole system to keep the orders coming.   Then there's a shop with upgrades and all of this must interact with each other.   


This is an example of how to create a first-person burger shop in the software, Clickteam Fusion.  Clickteam Fusion, is a different way of programming games where you type in commands in a spreadsheet type format where a lot of what you need is right in front of you.    You must own this software to open / use this tutorial.

This example includes the start-up screens, the settings, an award screen an integrated upgrade shop and a single level of the game - that is fully playable - with a pop-up menu that will pause the game.  It will give you the structure of a time-management game in a step-by-step format that is fully commented.  You can use this to learn Clickteam Fusion as it applies to casual games or to use as a template to create your own time-management game from it, without having to spend hours working out how to put everything together.  Everything is here.  I explain what I'm doing - and also why I'm doing it.   It's ready for you to apply your own ideas and graphics to it.

See more:  https://evolutionarygames.itch.io/burger-shop-example

 

Unity supports C# - so if you're determined to use Unity ...

All the top game development will teach you their language - it isn't necessary to formally go learn a language beyond them - at least not at first.  Possibly later if you want to write complex games. 

I'd recommend you download a few free or  trial versions and play around with them before deciding:  https://itch.io/game-development/engines

Some are easier than others, and some are more suited to a specific kind of game - it depends on what you want to do.

None of those - many of those already have many movies / games with those names.  Try a combination like:

Combat, Peace and a Dark World

You can try to end your current sale - Change the end date to NOW - which effectively ends it.

Then try to create a new sale from scratch.

There's a problem though - games made in GameMaker versions prior to GameMaker Studio won't run on Windows 8 or Windows 10 - they crash.  You might find the same problem with the other game engines as well.  (I don't know if you can overcome that with compatibility settings,   you'd have to test that first.)

I've worked with a couple of people on that basis - but none of the games have made any money yet, so they haven't been paid because what I owe them is a few cents and I can't transfer that, also because of store minimums I haven't actually received any of the money either.   And that's the problem with that model - it's risky, because you're not guaranteed an income.   

But what I've done with partners that live in a different country to me is that we put the game under different names - for example the Google Play is under their names, they'd receive any money for it directly but I have access to it, Amazon and Itch.io is under my name, I'd get the money for that and then if the game had to make money we'd be able to figure something out from there.  But this was where we were equal partners in terms of workload and ideas etc.

You have to wait until you publish your game - but then you can start the sale immediately - there is an option to start the sale from "now".  

Everything will work once you have downloadable files.

They host all these games for free - pay for the servers, the systems, the staff and the vast majority of games they don't make a cent on.  That's pretty amazing!

You don't need someone else to make it - there's a lot of software that makes writing games easy - just use one of them and make it yourself.  That way - if you don't have a clear idea - you can start with something, play around, and change your mind as often as you like.

If you mean this game:  https://nothke.itch.io/tower

You would have to contact the developer directly.  They have a comments section where you can post.  They've also included their email address there for people to contact them.  And one of the suggestions to someone else was to try and play the game through the itch.io app / game console.  https://itch.io/app

The more options you give - the wider the appeal of your game.

Also it can appeal to different age groups - so that a younger or inexperienced player might be able to pass on an easier level.  They might play it through on "easy" and then try it again on a "harder" setting.

There again people also have different equipment - and a person with a non-gaming mouse / keyboard will not have the same experience as someone with it.

We all use different programming languages here - I found from your profile that you use Unity - so I guess you're asking how to do this in Unity.  

Unfortunately, I don't use Unity, so can't help you, but for technical questions asking in their forums will probably get you an answer faster than asking here.

However, a quick search showed me these results - they're old so the code might have to be modified to newer versions - but it would point you in the right direction:

https://forum.unity.com/threads/inventory-tutorials.197096/

https://forum.unity.com/threads/inventory-system-picking-up-an-item-from-scene-a...

And more:  https://duckduckgo.com/?q=inventory+in+unity&t=ffab&ia=web

There are several -  here's 2:

 https://www.clickteam.com/clickteam-fusion-2-5-free-edition

https://www.construct.net/en

I looked at the rules to see who the competition was open to (which countries) - but they don't state that in the rules.  However, they do state that if you are chosen as a finalist it  does require you to attend the conference and showcase your game - at your own expense - and as far as I can tell that is in San Francisco, California, USA.  You can send someone in your place (assuming you know someone who lives nearby that would volunteer that much time) - they pay a stipend to the finalists $1 000 - but that is not going to cover the costs for anyone travelling internationally.    They also state that if you don't attend, you will forfeit being a finalist and it will be given to someone who can attend. 

 http://igf.com/igf-competition-rules


Since you have nothing to download - there is nothing to sell - that is why it is showing free.

Once you add a package and set the operating system, then the price will show up.

In addition, while you can have pages with nothing to sell on them, they won't show up in search results until there is a downloadable package on the page.

So if you're creating a page to show other people - that's cool - you can send them a link and they can use that to look at your page.

But if you're creating a page for people here to find when they're searching for games - they're not going to find it right now.

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I'm not itch.io staff - but I can answer you - 

Payment Processor Fees are the fees that Paypal / Stripe or credit card companies charge to process the payment and this happens when  someone buys your game / asset with paypal.  Itch.ios receive the money and are charged those fees  - all of which are forwarded to your account.

Payout Fees are when you withdraw the money into Paypal and Paypal charges a fee for this.  Initially itch.io were covering these fees -  but that wasn't viable for them so they started charging those fees to our accounts as well.  This may be why it's reflected under "adjustments" and doesn't yet have its own category.

Adjustments can further be where sales were cancelled or refunded after they were paid.

I don't think you'll have a problem using those assets.   His social media pages still point to itch.io and that would indicate that you got legitimate assets with legitimate usage rights.

If you were granted commercial rights, and the person granting them had created the assets, you don't have a problem.  Do you have a readme file in the download or do you remember the artist's name?  You could see if he has other assets on itch.io and get his contact details from there.

If you're concerned that they were deleted due to copyright infringement i.e. the person uploading them had no rights to distribute them - you'd have to contact itch.io support with the details to see if they can help you - but you would need to know the name / package name or something that would help them identify it.

You could also do a reverse lookup:  https://support.google.com/websearch/answer/1325808?co=GENIE.Platform%3DDesktop&...

This will let you know if there is a source to the images you're using or where else they can be found on the internet.

No it's not.   You should listen to different people!

But if you insist on listening to those voices you hear:

Unity includes the basic tutorials you need.  When you download Unity then they give you links to the starter tutorials and send you emails asking what your progress is and what you need etc.  and then tailor their offerings accordingly.  To get started you don't need anything more than that (well except for software that's a bit easier to use and learn).

If a person bought from you - you automatically have their email address under payments.  

You could generate some keys and email everyone a key with a cover note that the key is to give to their friends ...  I would recommend that you force the key to be claimed so that only 1 person can claim it.

I downloaded this from Google Play for my mother last week - she loves Sudoku. 

Your game worked well and looked good.

In the absence of instructions I had to play around with it and figure out what to do first and then teach my mother.   We missed having an eraser - even though you made it easy to replace the colours or drag them out - my mother doesn't have the control over her hands to drag the block out and sometimes you want to clear it without replacing it right that minute.

Because you're just playing the same level over and over again, even though it is randomly generated - there was no progression for her - no reward, goal or achievement.   Even though you time how long it takes, we didn't see that afterwards - i.e. there wasn't a table with best times. It's not really necessary, but it is something that people like - so might be an idea.

Also because she daily plays sudoku games with 9 squares, playing with only 6 squares wasn't very challenging for her.

I'd also suggest you submit the game to the "designed for families" section in Google Play - since it's something that would appeal to the families.  It then gets a badge that says it's family friendly.  (It's an option you tick somewhere under Store Presence ).  https://play.google.com/about/families/children-and-families/#!?zippy_activeEl=d...   It's a fun game for younger children and you'll get more exposure in that section. 

Right below the text Itch.io Community - there are 4 tabls - the 2nd one is Recent Posts - if you click on that it gives you the recent activity of the community.

If you're looking for something simple - then try Construct and GameSalad- they basically use drag and drop to build a game - no coding required.

Clickteam Fusion has a free starter edition - you don't need to learn code for it.  It's a bit more involved than Construct / Game Salad - but also a lot more flexible - they also have some included tutorials.

GameMaker's beginner tutorials are very good - or used to be - I haven't looked at them in years, but I started learning with GameMaker and it gave me more knowledge than just programming - they also covered good game design etc.   However, you will have to learn some code to use GameMaker - but they teach you that in their tutorials / documentation to some extent.