That's all planned :) A command-line interface has served us and developers very well to refine the tool & push over 30'000 builds though :)
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Nah, we wouldn't destroy your game :)
Have you tried with https://itch.io/app ?
macOS is especially paranoid about apps you download from the internet (which is why it seems itch.io is "breaking" them - but it's the same file!). That's because it'll only trust apps that have been code signed: https://developer.apple.com/li...
The itch.io app works around that & let users play your game anyway!
That's a great question, thanks for posting it.
Let me compare itch.io to YouTube for a second: YouTube is an open platform: anyone can upload anything, there's no "vetting" or curation going on ahead of time. Offensive or dangerous content can be reported by users and taken down by the staff.
Someone could try to upload a malicious video to YouTube (video decoders are notoriously fragile), so they have measures in place to avoid that. For example, they re-encode videos. Your web browser (in which most videos play) also features a sandbox, among other security features. This lets anyone upload anything, and anyone play anything legitimate without any problems.
The goal of the sandbox is for us to remain open, while keeping our players safe. Legitimate games should play without any problems within the sandbox, and malicious ones should fail to act maliciously - within the sandbox, they effectively see an empty computer, with just the game on it.
"Vetting" content is another way to do things, but it doesn't address all potential security scenarios. If we take Steam, for example - developers upload their games using steamcmd, a command-line tool similar to our own butler. One notable difference is that if you want to automate uploads with steamcmd, you have to put your Steamworks username and password in clear text (unencrypted) in a file on your computer. This could easily be stolen by a malicious person or a malicious piece of software. It could then be used to upload a modified version of a popular game, and just like that, a hundred thousand players would be infected. This is a much more promising vector for malware authors than trying to come up with a completely unknown, malicious game, and try to earn enough trust to get it installed by players.
In summary: manual review (vetting), automatic review (antivirus), and sandboxing are all different layers of security, and the latter catches thing the other two will completely fail to detect.
I hope this answers your question!
Well, I'm confused.
Using your exact API key, running the exact same command, with a sample '32bit' folder in a very similar path, everything works fine:
PS C:\Users\amwenger\Desktop\Game Dev\__WIPGames\_LOVE 0.10.2 (RECENT)\Collector\Version 1.3.0\exe> C:\Users\amwenger\Ap pData\Roaming\itch\bin\butler push 32bit all0utwar/collector:windows-beta ∙ For channel `windows-beta`: pushing first build ∙ Pushing 5 B (1 files, 0 dirs, 0 symlinks) √ Added 5 B fresh data √ 81 B patch (no savings) ∙ Build is now processing, should be up in a bit (see `butler status`)
Just to confirm a few things:
- You did go through the whole butler login dance in the same shell, right?
- You only have one itch.io account ?
- At no point did you try to run any command in an administrator shell?
- The file in %USERPROFILE%\.config\itch\butler_creds starts with a 9 ? (Don't post it here, or you'll have to revoke the key)
- What's the output of butler -V and butler which ?
Right now, the app is served from a server in the USA, so I'm not entirely surprised by slow download speeds.
The games are served by our CDN though, I'm curious why what kind of speeds you're getting and which country you're downloading from!
It will attempt to make a diff, but .exes often don't diff well
If your game is a single executable, chances are it contains data compressed bundled within there - and compressed data doesn't diff well.
If you can, store your data uncompressed next to your .exe for optimal diffs :)
Oh wow, kudos for finding out the source of the problem! Never seen that one before :) But I'll keep it in my book of weird bugs. Thanks for continuing to try & make it work, enjoy the app!
I don't think it's actually related to a network problem:
I'm really as puzzled as you as to why this happens, but it seems like the app is trying to launch one of its helpers (those that live in the `bin` folder) and can't - the "connection" is between the app and the helper, and it seems like it can never quite be established.
I'm still suspecting antivirus foul play here - they tend to have apps run in sandboxes, intercept what they're trying to do, and decide on the fly whether or not to allow it. If any of your antivirus decided to disallow it, it would result in strange behavior like that.
Do you have a way to whitelist the itch app completely? ie. add its folder as a safe location? (or at least %LOCALAPPDATA%\itch and %APPDATA%\itch\bin ? so that it's only the app itself, not games installed with it)
That's most probably the problem.
Try whitelisting the installer / the app and see if it works better (or just disable it for the duration of the installation).
Unfortunately Antiviruses tend to break a lot of software...
I definitely see your side of the issue, which is why I started work on our own install system - I wasn't behind the decision of the other install system to "force" it on C :) - we're using that system because it allows installing without administrator rights, and supports self-updating. The limitation came with it unfortunately.
That's a limitation of the installer we use - the app itself installs to C: - but you can add install locations & pick where games are installed. Since the app itself is rather small (relative to games), hopefully it still works for you!
I've been worked on an alternative installer that would let you install even the app elsewhere, but it's not ready yet.
Uploading a portable version (just a zip) is much preferred, as this lets butler create patches to upgrade between versions without redownloading the whole game - please consider doing that instead!
If you really want to upload just an .exe, put it in a folder of its own and pass this folder to butler. (But, again, it's much better to just upload the a folder with the unextracted game).
Further questions: are you running the app on Windows? Is there any unusual CPU usage going on while the app is downloading? Windows 10 ships with anti-malware mechanisms that slow down all apps by default :( (But it doesn't usually impact download speed, 15kb/s is *really* slow and nothing the app does explains that).
The "Download this game" button already allows players to support you by donating :) No need to add a separate $1 purchase tier. The wording on web games (like The Last Hope) is different, but it's the same dialog.
Try clicking "Download this game" on https://gghf.itch.io/tot, you'll see it prompts people for donations!
The target is: user/game:platform
In your case, the correct target would be creativeoven/gladiators-of-the-arena-:windows-beta
However, I recommend stripping the last (-) from the project URL (in 'Edit game' page) so that it becomes creativeoven/gladiators-of-the-arena:windows-beta :)
Can you post your app log? Open Preferences in itch app, expand 'Advanced' section, click 'Open app log'
I've never seen the app do that (and I have a very similar setup: Win10, 16GB ram, nVidia card), sorry you're having trouble with it :(
Also, can you expand on "lock up" ? What happens exactly?
Run the app, wait for it to "lock up" again
- Note down the time it happened (hour/minute/second)
- Copy/paste the app log and post it here
Maybe we can find out if the app is doing something particular when your pc is locking up.
Also of interest: are you running any antivirus software?
So let's review a few things:
- The file is named itchSetup.exe and weights around 60MB?
- When double-clicking it, you see an "itch" splashscreen for a few seconds?
- Are you running any anti-virus software?
- Can you look in your tray icon area if there's the itch logo? (a white controller slightly slanted)
Those all sound like good problems to have! (And good suggestions to solve them!)
I'll work on that next - please bear with me while I finish the patch optimization stuff I have in the pipeline, it's quite complex and I would like to ship it & be done with it before I focus on something else.
Thanks a lot for the kind words and I hope to be able to ship these features your way really soon :)
Hey, just answered to your github issue as well :)
The "scope" parameter is just the "name", "path", or "args" parameter for actions. See this file for example: https://github.com/fasterthanlime/sample-evil-app/...
To test your manifest file, you'll have to push a build of your game to itch.io - ideally, using https://itch.io/docs/butler/ - so that you can push any changes quickly instead of having to reupload the whole thing.
Then, simply install and launch your game from the itch app. You can open the game's "event log" (which contains information about problems with the manifest, among other things) by right-clicking the game's tab, opening "View log":