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hechelion

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A member registered Sep 22, 2018 · View creator page →

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I don't work on the staff, and the best thing to do is try to contact them (The forum is answered by the community and NOT by the staff; to contact them you must do so via the support email.), but looking at your page, I'd say it doesn't meet Itch's quality guideline:

We don’t allow hosting content that includes sexualized images or videos of real-life humans. Fictional, illustrated, and rendered content is generally fine, assuming it’s legal. AI-generated imagery that is designed to resemble photographic content of real people is not allowed
https://itch.io/docs/creators/faq#is-adult-content-allowed

As several people have mentioned, sound effects are most commonly in WAV format. Since you have to run many of them and they need to be synchronized with what you see, CPU usage is prioritized.

Music, on the other hand, since it's usually one or two simultaneous tracks, prioritizes file size, so compressed formats are common. And because most players won't notice a difference, lossy formats like MP3 and OGG are generally preferred.

MP3 used to be a proprietary format (I believe the license has changed since then), so depending on the engine you were using or if you were using libraries, OGG was often recommended. From a technical standpoint, there isn't usually enough difference to justify using one over the other. Some people prefer MP3 and will give you good reasons, others use OGG and will also give you good reasons. I'd say that, historically, MP3 is slightly more common than OGG.

Formats like FLAC aren't commonly used because they take up more space, and most players won't notice the difference.

The problem is that you're talking about creating a developer pack, NOT one for the end user, and that changes everything. Some developers prefer MP3, others prefer OGG, some want FLAC, and still others even WAV. Choosing one or the other will only cause you to lose parts of your potential audience, so it's best to offer it in several versions, and ideally, make your main version a lossless one. This way, each developer has the freedom to adapt the audio to their needs instead of forcing them to choose what you consider the most common format.

You should read this:

https://itch.io/t/5149036/reindexing-adult-nsfw-content

Due to an issue with one of its payment providers, Itch is currently not indexing NSFW projects that accept payments, whether through purchase or donation.

From what I recall reading, even in the documentation, if you need to make any changes to your tax document, you must contact support; there's no other way, as they are required to generate and send you a link so you can complete the interview again.

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The forum isn't answered by the staff. Sometimes the administrator reads and replies to a post, but it's not very likely.

If you need an official response, your only option is to contact them by email. I know you've tried and haven't received a response, but they won't reply here on the forum, as the staff has a policy of not discussing private matters in public channels.

The alternative is to post your ticket number and politely ask the moderator to forward your ticket to the staff. You can also try posting your ticket number on Discord.

It's the same button, although it should say "download or claim"

I'm not 100% sure, but I think all those emails belong to the "New uploads are added to something I bought or follow" category, which you can disable in your preferences.

https://itch.io/user/settings/email-notifications

Yes, searching for a term within a game name has a limit on the number of results.


If you want to search by genre rather than a game name, it's best to search by TAG, as this doesn't have that limitation:

https://itch.io/games/tag-astronomy

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As others have mentioned, the email isn't coming from an external developer account, but from Itch.

The system is supposed to work like this:

If I'm a developer, I can send a message to everyone who owns my game. The message is sent through Itch, which is why you'll receive an email from Itch at the email address associated with your Itch account at that time.

I recommend reading this post:

https://itch.io/t/1856548/how-do-i-turn-off-email-notifications-for-games-i-have...

https://itch.io/t/859194/questions-regarding-emails-to-people-who-purchased-a-ga...

In your settings, you have an option to download all the information Itch has about your account. If you download it, you should be able to see a list of all the games associated with your account, and I'm sure those games/developers will appear there. It's most likely due to the purchase of a bundle, but if you think it was a mistake, you should try contacting support.

You're in the general section of Itch. To ask for help with a game, it's best to do so at the bottom of that game's page, as the creator will receive a notification. Here, it's unlikely anyone will know the game and be able to help you.

I don't think there's a way to select whether you want to receive emails for a particular game or bundle, but this link shows you the options for which emails you'll receive from Itch:

https://itch.io/user/settings/email-notifications

Place the support ticket number here and politely ask the moderator to notify the staff about your case.

If you're looking for help developing a game, it's best to post here:

https://itch.io/board/10020/help-wanted-or-offered

One piece of advice: clarify what you mean by 8 or 16 bit. Are you talking about a game that runs on a modern engine but has an 8 or 16-bit aesthetic? Or are you referring to developing a game on actual 8 or 16-bit hardware? If so, specify which hardware you mean; developing for a Game Boy is not the same as developing for a Sega Genesis.
Do you need an artist or a programmer?

I'm not familiar with the Easy FPS Editor you mentioned, but the best thing to do is find its official community and ask there directly. You'll likely get help there than here.

Looking at the log, you're having a problem when the program tries to convert text to a number, and it's possible you're getting an error using a decimal point since English and Spanish use different symbols.

Notice that it says "their project," I think it's more of a question about trying to program something and encountering an error they don't know how to solve, and therefore it should go in General development

I played the jam version and thought it was an excellent game. I just saw that you have a new version, and when I tried to run the web version in Firefox, I got the following error:

Error: Couldn't load project data at path ".". Is the .pck file missing?
If you've renamed the executable, the associated .pck file should also be renamed to match the executable's name (without the extension).

In my personal experience:

I had to redo the interview because it was over 3 years old, and I can confirm that in that field, it shows me the original date I first took the interview, not the date I had to redo it.

I never had any problems participating in a bundle, although I've always had the "collect by itch" option.

The first time I had the problem of needing to redo the interview, there were no changes on the page. I requested a withdrawal without any issues, and about two weeks later I received an email from the staff indicating that my interview was over 3 years old and I had to complete it again.

That's why I doubt the page blocks the "collect by itch" option because of the age of your interview. I think the staff only notices this problem manually when you request a withdrawal.

That's the date you first filled it out, and even though you have to refill it every three years, it's only an issue when you request a withdrawal, so it shouldn't affect the options.

The only thing I can think of is either an error when he configured "direct to you" or that Itch somehow disabled the option. In either case, he'll have to wait for a response from the staff.

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In addition to what he she already told you, you can read this.

https://itch.io/t/5149036/reindexing-adult-nsfw-content

Apparently, Itch has removed Stripe (credit card payments) from all games categorized as containing adult content as a precautionary measure.

Did you fill out the tax interview?

What kind of error is this?

In short, a very aggressive anti-spam filter that Itch had to implement because, unfortunately, there was a wave of bots using fake links to steal accounts.

This forum is answered by the community; to have your account reviewed, you need to contact support.

This forum is answered by the community and is not a way to contact support.

https://itch.io/t/4120453/unofficial-search-and-indexing-faq

You can upload any type of file to Itch, including an installer with an MSI extension.

But as you've probably already read, this is NOT a good practice for two reasons. First, the Itch application that allows you to download and play games isn't compatible with installers, so your application won't be usable that way, only through direct download from the website.

Second, nowadays, if a game from an unknown source requests administrative privileges (even during installation), it's considered a red flag and is discouraged for security reasons.

You should seriously consider whether associating that save file with your application is worth the drawbacks. Personally, I don't recommend it.

PS: I'm not 100% sure, but I think you don't need administrator privileges to associate a file type within the scope of a user account.

PS2. Why don't you do what all the other games do and have a load menu within the application itself?

Validating the interview costs $3, which is deducted from your first withdrawal, so yes, they usually only validate it at that time.

It's also strange that it shows "waiting for validation" since it normally appears as "on file," but perhaps it's because you contacted them for support.

You can check the status here:

https://itch.io/user/settings/seller/tax-information

Once you complete it, it's filed and the status will indicate "on file" or something similar. With that, you can start selling on Itch, but the interview is only valid when you request your first withdrawal, not before.

This same problem was addressed some time ago because Godot supported multi-threading in web games years ago.

Read this:

https://itch.io/t/2025776/experimental-sharedarraybuffer-support

However, from what I've read from various people, it's best not to use multi-threading, as sooner or later it will cause compatibility issues with different users.

Itch is a self-publishing platform.

When you create a project page and publish it, that page can be seen by people who can then buy, download, or play your game.

The problem lies in visibility. People can find your project if they have the link, either because you provide it or because they see it elsewhere, like on Google. Many people use Itch's internal search engine to find games, but the dilemma is that Itch doesn't show you all the projects created within the platform.

If your project appears in Itch's search results, it's said to be indexed. If your game doesn't appear, then it's not indexed.

For example, if you go to https://itch.io/games now, you'll see "(1,343,636 results)," meaning that Itch's search engine has that number of indexed games, but in reality, it has twice as many games created. And if you search, for example, for all games that are "FPS," it will only show you the games that are indexed.

Being indexed helps people who use Itch find you more easily, but Itch doesn't index all games.

If you're not indexed, your page is still public and can be visited and promoted, but you simply won't appear in Itch's internal search results.

Another term is "quarantine." Quarantine occurs when the algorithm detects something wrong with your project and decides it could be harmful. In that case, anyone who tries to download your game will be warned. Unlike being indexed, which simply means you don't appear in Itch's internal search results, being in "quarantine" is an active measure that alerts your users that Itch believes there's something wrong with your game.

It's not directly prohibited by the rules, since in theory you're targeting a different group of people and you're not doing it to gain visibility. I also don't recall reading any admin posts prohibiting or advising against it, so in theory, you shouldn't have any problems complying with Itch's quality guidelines.

However, there are many objections from a logical standpoint. Your game effectively becomes two separate games; that is, you have to make two updates, maintain two separate development logs on separate pages, and if someone leaves a positive comment or downloads your game in one language, it won't affect the statistics of the other page. This reduces your potential impact. For example, between Spanish and English, you might get 1,000 visits, which would allow you to appear on the first page. But by splitting the game, you now have 700 visits in English and 300 in Spanish. Therefore, neither of your versions will appear on the first page because you're dividing the visibility of the two projects.

https://itch.io/t/3946704/handling-multi-language-itchio-page

Try this:

Go to the bundle:

https://itch.io/my-purchases/bundles

Find the game in question and download it from there. Now, the game should appear in your library.

https://itch.io/my-collections

What do I think happened?

When you buy a bundle, Itch doesn't automatically add all your games to your library, so it's possible it didn't generate the key that proves you own the game. If you download it from the bundle page, it should then be associated with your library, and it should work.

Note: Projects in this bundle are hidden in your library by default until you first access them in order to avoid flooding your library. You can return to this page at any time to access any projects you wish to show in your library.

If this doesn't work, it's best to contact the developer directly in the comments section of that game's page.

https://itch.io/t/4120453/unofficial-search-and-indexing-faq

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The problem is that this model isn't profitable right now. Video games are a very saturated market, and the limitations you initially set don't seem realistic to me, in the sense that adhering to them would reach a wider audience or generate more profit than a game without those limitations.

EDIT:

I just read your other messages, and it seems you're talking about creating a site where you sell hosting with those characteristics.

The problem is, what do you offer in return?

Unless you have users (And somehow, you pay money to the developers for the people who play.), it's very difficult to offer something that will attract developers to create content with those limitations.


Can you make a good game within these parameters? 

Yes

Would you bother trying if you could make money off of it?

It depends. If you tell me there's a budget to pay for development, then it would simply be another job. X hours of development equals Y value, period.

If your question is whether I would create something with those limitations, expecting the game to magically monetize, then the answer is no. I don't see the connection between those limitations and generating money compared to a web game without those restrictions.

Lo más probable es que debido a la actualización que hiciste, el algoritmo ha marcado tu juego para ser revisado por el staff. 
Dependiendo de cuan ocupado esté el staff, esto podría tomar desde unas pocas horas hasta incluso un mes, así que 5 días no es algo extraño.

No hay mucho que puedas hacer, salvo esperar  y si sospechas que hay un error, tratar de contactar al staff.

https://www.renpy.org/doc/html/screen_actions.html#tooltips

The most popular is Ren'Py; it's open source, free, and easy to use if you want to create a visual novel.

The downside is that if you want something more complex than the basics, you have to write Python code.

The upside is that, being so popular, it's full of tutorials and people willing to help you with any questions.

If you're looking for something that's more text-based and less graphical (though you can still include graphical components), I recommend focusing on "interactive fiction" instead of "visual novels," and there you can try Twine, which allows you to create content similar to "choose your own adventure" books.

My first game on Itch was Forsaken Isle, which I bought 11 years ago. I think I came to Itch because I saw a video talking about that game; at the time, I didn't even create an Itch account.

 I am curious to know if everything is in order. I have thoroughly searched the website for information on this matter, but I have not found anything.
Really?

https://itch.io/t/4120453/unofficial-search-and-indexing-faq

This topic has been covered in dozens of posts, to the point that I've personally stopped replying to most of them, especially because there's always some bitter person who arrogantly demands answers and presents their point of view, speaking ill of Itch and the people we try to help. I'm not saying that's you, I'm just explaining why I've stopped answering these kinds of questions.

Short story. Every time you upload a project, an algorithm determines whether it needs human review or not. If your project needs review, you simply have to wait for a staff member to review it. The time this takes varies because it depends on the staff's workload, so it could be a day or a month, and there's nothing you can do about it.

Personally, I usually tell people to wait at least two weeks before assuming there might have been an error. If you believe there was an error, you should contact support (no, this forum is not answered by staff, so it doesn't count as a way to contact them). You can post your ticket number in the forum and politely ask the moderator to notify the staff. However, this only works if there was actually an error. If your game is simply still on the review list, it will normally remain on that list until the staff has time.

Frequently Asked Questions: There is no way to bypass the algorithm, and its operation is kept secret to prevent malicious actors from exploiting it. Every time you create a project or upload an update, the algorithm will evaluate your page.

Certain factors increase the likelihood of having to be reviewed by the staff, such as it being your first project or it being a paid project.