Thanks! I think that answers all my questions about this (and it works exactly how I'd have expected it to).
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Good to know, Thanks! Does that include free downloads? For example, I changed my games from pay-what-you-want to pay-at-least-$1. Do people now have to pay the $1 to regain access to new builds?
What do you mean by "16-bit," exactly? The raspberry Pi's CPU is 32-bit, and so any piece of code you write to run on it will be by definition 32-bit. If you mean something in the style of old 16-bit consoles, that's a visual style choice, but has nothing to do with the actual "bitness" of the code.
As far as releasing on itch, there are plenty of engines and tools that are available here, and I don't see any reason why you couldn't release a Raspberry Pi OS as such a thing.
For my game Refactor I was planning on charging a minimum price that increases as I complete more of the game. Once someone has download access to a game, do they retain download access forever, or is their download access contingent on having paid more than the minimum required at the time?
I guess it makes more sense that once-downloadable-always-downloadable would be the norm, since that would also allow for sale pricing and so on, but I just thought I'd clarify to make sure I'm not doing anything silly with this plan.
(What I want to do is entice people to buy earlier rather than later, so if they buy now they should always retain access to it later on.)
For some reason, on Safari on macOS, the how to play screen and the game itself just give black screens, although it's working fine on Chrome. Probably nothing you can do anything about but I thought I'd let you know anyway.
Well, I mean, it's easier for someone to find the .love file and double-click it than it is for them to know what to do with an exploded folder full of .lua files. It's obviously still not ideal but having the .love file get expanded adds even more of a burden on players than it would otherwise. But adding a readme.txt to the folder seems to have worked to prevent that from happening.
Okay, so, placing a readme.txt in the same directory as the .love file prevents the itch client from decompressing the bundle itself (at least on macOS, haven't tried on Windows). This workaround solves the problem I was trying to describe., because then there's a .love file they can double-click on (rather than having to do things like dragging a folder onto an app icon or open a command line and do a scary, annoying invocation). This is an acceptable solution to me.
I know, but it's still many many more steps than people seem to want to take, especially when nobody wants to install the itch.io app or they get scared by the first-time "this application is from an unknown developer" warning. Believe me, what seems really easy and straightforward to us is an impenetrable, scary barrier to even incredibly experienced users.
I mean the main people who would be using the .love bundle would be Linux users, and hopefully they'd already know this stuff, but this is just like an impenetrable force field around a lot of things even for them.
The long-term of having the itch.io app supporting LÖVE directly is great. These short-term "just ask the users to" ideas preload a lot of assumptions into the word "just."
Yes, I am aware - that's how I do my development in the first place, after all. But instructing players to do that (finding where the folder is, telling them to install the love binary, get the love binary on their path, etc.) is way too many steps for this purpose.
ah, that's all good to know! I feel like the drag to folder approach is way too complicated though, not to mention inconsistent on Linux which is the only reason I provide a raw bundle in the first place. But having built in support for runtime versioning etc is great. I look forward to that feature!
Hi, I've been distributing LÖVE bundles (which are just a .zip file renamed with a .love extension) and suggesting that people use the itch.io app to manage them. Unfortunately, since the .love file is really a .zip, at least on Windows, the Itch app goes ahead and decompresses the bundle file when it installs the game - making it much more difficult for people to simply launch the game with their installed version of the LÖVE runtime.
Is there any way to mark the file as not being a zip file, even though it is totally a zip file?
I use butler to publish, but the directory I tell it to publish has just the .love file in it. Would adding a readme.txt or whatever help? (I should totally add a readme.txt anyway.)
For one of my games I'm using the git shorthash for the version number, because it makes it easier for me to check my git log for what I did since the previous devlog while writing a new one, and I haven't yet started tagging my versions for formal releases. When I get further along with my game I'll probably start doing tags and releases that way.
Coming up with the way to version a thing is kind of annoying and as an end user it doesn't really matter to me, personally, aside from the aesthetics.
A lot of games on itch.io are written in LÖVE, and even if they're built specifically for Windows, the Linux love binary is able to parse out the game data and play the game.
Installing the right version of the LÖVE runtime can be a bit of a chore, unfortunately (which is why packaged builds are so much nicer).
You could also try installing the itch.io app which makes it somewhat easier to browse games based on OS compatibility.
All that said you should also consider a friendlier attitude when you come here and ask for things. Nobody owes you anything, and complaining about how "brainstuck" people are isn't a great way to make friends.
for some reason this game doesn't get a dock icon, meaning it's really hard to switch back to after changing to another app... also the way the mouse gets tracked gets really fouled up really easily, especially if I change the window size.
EDIT: Never mind, the app just belongs to the itch.io app! Okay, that's easy enough. But the mouse issue still exists. :)
Hi, I've been working on a "game album" called Refactor; it's a collection of short games that are based on songs from an album that I released in 2015.
Track 1 (Little Bouncing Ball) has been more or less complete for a while, but track 2 (Strangers) has an enormously complex dialog tree that I am completely incapable of validating myself anymore because I've run through so many scenarios by hand and I already know what's going to happen.
So, if people could please be so kind as to follow the vague directions on my devlog post, I would be quite grateful.
My big problem with Pause is that it requires you to be too active with very fiddly motions, and it gives you some fairly close bounds on how quickly you have to do things without doing a good job of indicating whether you need to speed up or slow down or whatever. Also, the motions themselves were really hard on my DeQuervain syndrome.
There are many, many systemic forms of gentle suppression that lead people to believe and internalize things that aren't true.
As a 39-year-old transwoman who has been in the industry, and who studied in STEM in the first place, I couldn't help but notice a lot of gender policing that subtly and not-so-subtly discouraged women from taking technical roles. There's a deeply-ingrained belief that "women aren't interested in programming" which leads to any woman who tries to be a programmer being judged way more harshly than her male peers, leading them to become discouraged and feel that they're not cut out for it.
Meanwhile, my own gender identity was always being put into question because of my love for programming and video games; the fact I was good at programming and wanted to make games made me automatically "not a real woman." And I saw this happen to my cisgender female peers as well! Any woman interviewing at a studio would automatically be assumed to be an artist, or "just" a tools programmer, or whatever, and after working 3x as hard to prove herself she'd be told that she's "almost good enough" to be "one of the guys."
This all starts very young, too. There's a lot of background radiation that's easy to internalize and difficult to separate out. And this goes both ways as well - look at the huge gender disparity in "feminine" vs. "masculine" roles, even in the same field; dentists are men, hygienists are women; doctors are men, nurses are women; game programmers are men, game artists are women. It goes on and on, and all of it is due to a lifetime of self-reinforcing beliefs.
Biases are hard to look past, especially when it's hard to even tell where those biases are in the first place.
Fortunately, things are (slowly) changing. We're seeing a lot more encouragement of kids of all genders going into whatever fields they are interested in, and attitudes are shifting away from a gender-essentialist worldview.
Hey, it's really cool that you're getting started in game development! Good luck.
I'd be very careful about making sweeping generalizations about how "women aren't oppressed" or "just aren't interested," though. There's a lot of systemic, cultural garbage out there that you might not be aware of yet, even though it's probably affected your outlook in fundamental ways you haven't realized. There's a lot of stuff to unpack.
There's a bunch of interesting mindfulness games out there, which I've found to be pretty hit-or-miss. "Pause" came out to a lot of marketing hype although it didn't do much for me. I found David O'Reilly's "Mountain" to be surprisingly great for a while, just because it gave me something to focus on, although that stopped being effective for me.
Usually if I need some mindfulness stuff I'll just do a body scan, often with the assistance of a mindfulness-specific app. The "Breathe" app built into the Apple Watch is pretty good for that, for example.
Howdy. I'm fluffy. I made games professionally back in 2004 and my career has been games industry-adjacent for most of the time since. A couple years ago I decided to get back into games and really wanted to do indie stuff, and after spending a year at HBO's VR studio I ended up taking the plunge and setting off on my own.
My current project is Refactor, an album of games based on a music album I released in 2015. I'm posting builds as I develop it and also doing it totally open-source. I don't know where it's going to lead but I am definitely enjoying the journey so far.
FWIW I just tried a few of the various LÖVE-to-web things (Motor, love.js) and while it was possible to get the visuals working, none of them support audio stuff that's required for the game to synchronize to the music, which is pretty much the most important part of the experience. So, it doesn't look like a web port is coming any time soon.
Hi, I love Quadtastic! Thank you so much for making it.
I do have one slight gripe with it on OSX though - it seems your Info.plist still declares it as supporting .love files (the first <dict> section under CFBundleDocumentTypes), and so when I double-click on a .love file while Quadtastic is running, OSX decides to tell Quadtastic to open it, regardless of what my default file association is for .love files. It's weird that OSX behaves this way but regardless it'd be great if this didn't happen.
Fun little space shooter. Wish there were sound, or difficulty that increased rather than decreased as you progress, but a good start for a game. It took me a few tries to realize that the bar over the enemies were health bars and not landing platforms.
This is a classic psychology experiment, and always fun and challenging to do. It'd be nice if there were a countdown clock to show how much time you have left (to add urgency in particular) and maybe some statistics at the end to say how long your average selection took per level, maybe also categorizing clicks for same color-word and different color-word. But I'm a data junkie like that.