🤑 Indie game store🙌 Free games😂 Fun games😨 Horror games
👷 Game development🎨 Assets📚 Comics
🎉 Sales🎁 Bundles

AmosAdmin

486
Posts
26
Topics
142
Followers
411
Following
A member registered 3 years ago · View creator page →

Projects

Recent community posts

Admin

Glad it's working for you, enjoy!

Admin

I think I've found the issue - again - it's an electron bug that leads to crashes.

I'm going to be releasing v23.6.0 today with a newer electron version which should hopefully resolve this for you.

Admin

1. Is that on Windows?

2. Please send your app log (Bottom-left menu => Preferences => Advanced => Open app log)

3. What do you mean by stop working / crash exactly?

4. Can you send a screenshot of the crash?

5. Did anything else change on your computer recently, besides updating itch ?

Admin

I just released a new (bleeding-edge) build of butler that should handle absolute symlinks properly.

Admin

Ah, I think I see what the issue is. I've been testing with relative symlinks, not absolute :)

Admin

the bleeding-edge version of butler (butler head) now accepts a `--dereference` option to the `push` command:

butler push --dereference somedirectory user/game:channel

You can check what it sees ahead of time by using the (hidden) walk command:

butler --json walk --dereference somedirectory

To get the latest bleeding-edge butler, you can run

butler upgrade --head

Let me know how it works for you!

Admin

There's a slight issue (easy to fix!) for Linux users with https://itch.io/app - if you could take a look at this thread I'm sure it'll be resolved in no time :)

Admin (Edited 1 time)

Heyo,

Talking about symlinks is always confusing so let's take something sane as a reference, like the GNU tar documentation:

Normally, when tar archives a symbolic link, it writes a block to the archive naming the target of the link. In that way, the tar archive is a faithful record of the file system contents. When `--dereference' (`-h') is used with `--create' (`-c'), tar archives the files symbolic links point to, instead of the links themselves.

That's also butler's behavior. It tries to be a faithful record of the file system contents.

Having that behavior by default is really useful because "dereferencing" symlinks makes (for example) macOS builds unnecessarily large - those often have symlinks in `YourApp.app/Contents/MacOS/Frameworks`. Linux builds also tend to have symlinks, although it's less standard (obviously!)

Since butler/wharf are entirely itch.io codebases, we can definitely add a `--dereference` option for your usecase - it won't be the default, but it still might make things better for you?

Admin

Hey nidma,

We've had some server issues that needed looking into, but things are all back to normal.

A normal processing time is in the "few minutes", not 6 hours :)

Admin

Thanks for the update!

OneDrive seems to be causing a bunch of problems, both with butler & with the app. If we get more reports I'll definitely take a look  at it.

Admin (Edited 1 time)

You can refer to the discussion here: 

Basically the idea is:

  • If your game is run via the app, and you've correctly set up your manifest, you'll get a JWT token via an environment variable
    • Send that to your server
    • Your server does  the `/me` API request
    • Now your server knows that this IP/session corresponds to that itch.io player
  • If your game is *not* run via the app, listen on http://localhost/5678 (or any port) and open the oauth login page in the user's browser
    • If you can't listen on localhost on the port you registered, specify `urn:ietf:wg:oauth:2.0:oob` as a redirect URI instead, this will allow them to copy/paste the code
    • Once you get the code back - that's an API key, send it to your server
    • Your server does the `/me` API request
    • Now your server knows that this IP/session corresponds to that itch.io player

Hopefully that clears things up a bit! We want to write guides for how to achieve this in the near future, as the API develops.

Admin

Hi,

Please download the latest version from https://itch.io/app and install it - it shouldn't bother you after that :)

Admin

Hey paigethesailor,

Just to be clear, you're talking about using https://itch.io/app to play a game? Or just playing a game on its own?

Also, which game in particular was that?

Can you post a screenshot when it tells you that something went wrong?

Admin

Looking at the logs, "permission denied" to access the .exe file makes me think the app was actually running - or currently being analyzed by another process.

The app missing its exe sounds a lot like an antivirus detecting it as a false positive, are you using any antivirus software?

Admin

It isn't possible at the moment - it's a feature we might add later. That doesn't mean you can't start using butler, though - the first push will just take a while since it'll upload the whole thing!

Admin

Do you know what software powers your proxy? I'd love to try and reproduce that issue.

Admin

I definitely agree!

That's precisely why I want the app to support .love bundles directly - everything should "just work".

It's also why the app is signed, btw (so there's no scary warning on install).

I just wanted to point out that even though it's a bit silly that the app extract .love file right now, the situation is pretty much the same as if it didn't extract them - your users (whatever the platform) would have to click "Show local files" and drag the .love bundle somewhere (Linux users probably would have to use the command-line).

The current behavior of the app isn't really worse than either "just not extracting .love files" or "refusing to download them" (folks would still have to know what to do with the .love file they get from the website). It's really more of a planned feature than a bug :)

I'm very much looking forward to ship love support as soon as I can!

Admin

As for 'where to find that folder', right-click on the game's tab and "Show local files" shouldn't be too hard ;)

Admin

Hey fluffy!

The LÖVE situation is a bit hairy, but the plan is for the itch.io app to actually support .love files on all three platforms (Linux, macOS, Windows).

I've already done the first 90% (making our own builds of love automatically for each version that comes out), it's the last 90% that's missing (integrating it into the app, showing the user which versions of the LOVE runtime are installed, cleaning up when they're no longer needed by games, etc.) - you can track our progress here: https://github.com/itchio/itch/issues/135

In the meantime, I believe `love.exe` supports dragging a folder to it (it doesn't have to be a zip-compressed .love file - I'm getting my info from this page), so maybe you can instruct your players to do that in the meantime? Let me know if that works out.

Admin

Indeed, `/usr/bin` is owned by root, so you need sudo to place executables there.

That's why the default instructions tell you to put it in a path you own and to add it to your `$PATH` environment variable. I assure you those instructions are correct even for recent macOS versions, it's ok if you did it another way, glad you got it working!

Admin

Would it be possible to make your launcher work without asking for Administrator access?


It still won't be ideal, but at least it'll work for https://itch.io/app users this way!

Admin

The problem is as follows: https://itch.io/app expects you to upload the contents of your game to itch.io, but instead all it sees is

  • A single executable (Struggle Offensive Launcher.exe)
  • Which requires administrative privileges to run

I don't know what your Launcher does, presumably it's able to update the game

Here's what I recommend instead:

  • Use https://itch.io/docs/butler/ to upload the game
    • the instructions are easy to follow, promise!
  • Don't upload the launcher to itch.io, upload the actual game directly
  • Encourage users to use https://itch.io/app to play (from this thread, it seems many already do)

Using butler, you can upload up to 30GB, so size shouldn't be an issue. When uploading a new build, it'll only upload what's changed, so it'll be fast for you. Your players too will also be always up-to-date, since https://itch.io/app will download "patches" instead of redownloading the full game every release.

Finally, test it yourself using https://itch.io/app - it seems many players use it these days :) If you run into any issues, feel free to open a thread on this issue board, or to contact itch.io support directly (make sure to mention the word "butler")

Admin (Edited 1 time)

If doing something like:

export PATH=$PATH:~/path/where/butler/binary/is

does not work for you, you can always copy the `butler` binary to `/usr/bin`!

Make sure that it's executable first, with `chmod +x butler`

Admin

Hi there!

In order to accept payments, you must have at least one visible upload.

The only upload on that page has "Hide this file & prevent from being downloaded" checked.

If you uncheck that & save the page, your buy button will appear again :)

Admin

If you download `itchSetup.exe` from here: https://github.com/itchio/itch/releases/v23.4.2 - do you see the same issue?

(Assuming you're on windows)

Admin

Hi!

Yes, itch automatically finds which find to launch for your game. If you only have one main executable it'll have no trouble at all! I encourage you to upload a first build and make sure that it runs fine in https://itch.io/app

Admin

The app updates automatically to the newest version. Users are somewhat notified in the sense that the `Downloads` tab opens up in the background and if you navigate to it you'll see that a game was recently updated :)

We recommend using https://itch.io/docs/butler/ to upload all game builds. It allows users of the app to download small patches instead of re-downloading the full game. And it lets you push updates faster, since it only uploads what changed since the last build!

It's a command-line tool, which some folks don't want to get into, but I promise it's really easy to set up and get your first push going, and I'm planning on integrating into the app so you can just drag & drop folders to push a new version :)

Admin

Oooooh I see, you have a tab open with a webpage that tries to download something. I have no idea how the app handles that scenario, but at least I know how to reproduce the issue now, let's see.

Admin

Can you send a screenshot of your entire screen when it asks you "where to save the file"? I don't recognize that as coming from anywhere in https://itch.io/app (that is what you're installing and running, right?)

Admin

Also, do you have any antivirus software running? Which version of Windows are you using?

Admin

Hey there,

Which version of the itch app was this? Please go to Preferences -> Advanced -> click Open App Log, and paste it here.

Admin

Yep, I'd love to take a look at your entire app log! You can find it in %APPDATA%/itch/logs

I'd also like you to: close the app completely (Ctrl+Q) go to %APPDATA%/itch and completely remove the `bin` folder, then start the app again, see if anything different happens.

3221225477 means "Access Violation", I haven't seen it before for unarchiver, so I'm really curious which version of Windows you're running, if you have a 32-bit or 64-bit processor (and windows installation), etc. Also if you have any antivirus software installed. Thanks!

Admin

That one shall remain a mystery for now. Happy you got it working :)

Admin

Is it just some games that won't uninstall? Can you post a list here?

Also, can you post your app log? You can find it in user menu -> Preferences -> Advanced -> Open app log

Admin

Hey, glad you got it working! I'd have to look at your app log to figure out exactly what went wrong :) (User menu -> Preferences -> Open app log)

Admin

Well, I've never seen this one before.

Can you copy-paste the output of `env | grep -i proxy` ? (Just run it in gnome-terminal, select, Ctrl+Shift+C to copy, paste it here)

Admin

Hey there!

Here's what's probably happening:

  • The installer you're shipping is not one of the supported build types: https://itch.io/docs/itch/integrating/platforms/windows.html
  • The app can't figure out how to run the installer and still..
    • Install in the default install location of the app
    • Install silently (without showing the installer's UI)
    • Install without asking for administrator rights
  • ...so instead it crosses its fingers, hopes it's *not* an installer and just the actual game as a single .exe (that happens a lot)
  • ...and just copies the exe to the game folder
  • Then when you try to run it, it can't, because it's not the game, it's an installer, and it requires Administrative rights to run

Here's what I suggest you do:

  • Don't ship an installer at all
  • Just ship a folder
    • Use https://itch.io/docs/butler/ to upload it
    • If your game needs some things to be installed beforehand, specify prerequisites in your app manifest: https://itch.io/docs/itch/integrating/prereqs/
    • If your game is actually an Unreal Engine 4 game, you don't have anything to do (no manifest needed) - the app will look for the UE4 prerequisite installer and run it.
    • If you spent 10 minutes on butler and it still won't work for you, that's ok, you can just zip up your game's folder (using 7-zip for example) and upload it via web. It won't be as great for users as if you uploaded with butler, but it'll work too.

Hope this helps!

Admin

Oh..

Yeah that uh would be really really hacky.

Admin

I'm not sure I see what you mean, can you describe how it would work?