Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

OATH Studio

9
Posts
5
Topics
2
Followers
1
Following
A member registered Aug 23, 2018 · View creator page →

Creator of

Recent community posts

I have a Flutter web build (Flutter 3.x, flutter_soloud package) hosted on itch.io as an HTML5 embed. Audio never initializes console shows this repeating on every retry:

AudioService: SoLoud engine init FAILED (Null check operator used on a null value) — audio stays unavailable until a later attempt succeeds. AudioService: unlock failed (Null check operator used on a null value).

Details:

  • I've already enabled itch.io's "SharedArrayBuffer support" embed option (COOP/COEP), and the error persists identically.
  • flutter_soloud's web backend spins up a separate worker.dart.js Web Worker to run the miniaudio/WASM engine off the main thread.
  • Build is otherwise fine — base href="./", all assets/canvaskit/plugin files load with no 404s, the rest of the app runs normally.
  • The failure is a Dart null-check-operator exception (! on a null value), not a raw JS error, meaning some Dart-side code expects a non-null result from a JS-interop call into the plugin/engine bring-up and isn't getting one.

Questions:

  1. Given SharedArrayBuffer support is confirmed enabled on itch's embed settings, is crossOriginIsolated actually true at runtime inside itch's iframe? (i.e., does itch's COOP/COEP option propagate correctly to nested iframes, or only to the top-level frame?)
  2. Does flutter_soloud's web Worker (worker.dart.js) require anything else — e.g. Worker({type: "module"}), a same-origin script URL, or a Cross-Origin-Resource-Policy header — that itch's static file hosting might not be setting even with SharedArrayBuffer support on?
  3. Is there a way to build/configure flutter_soloud for web in a single-threaded / no-Worker mode, to sidestep cross-origin-isolation requirements entirely for constrained embed hosts like itch?
  4. Is there a known minimum browser/flutter_soloud version combination where this specific null-check failure during SoLoud.init() is a known bug (as opposed to an environment/hosting issue)?

Happy to share the full console log, network tab, or flutter_soloud version if useful.

I completely agree, it's just a way for us to fund development of our free games, (I know there's pay what you want) but our games already have in app purchases for mobile, so instead of ripping all that out might as well just incorporate it. 

What makes us want to go this route, is the in app purchases have nothing to do with game play, and add a few minor things like 1 extra boss and character and cosmetics. 

This is easy to implement, thank you so much red! 

We’re primarily looking at ways to fund development of our games. We have optional character purchases that don’t provide any competitive advantage or create a pay-to-win system, although.

On mobile, these would function as in-app purchases. Is there a way through itch.io to link a purchase or donation to a user’s account so we can recognize that purchase in-game?

I need to set up supporter packages/reward tiers for our game and would also like to use the itch.io API or other tools to automate parts of our workflow.

Is there a way to give employees/team members access to a project so they can manage things like:

  • Supporter packages/reward tiers
  • Exclusive content
  • Game files/builds
  • Pricing
  • Project page settings
  • API access

Ideally, I don't want to share the owner's account credentials with employees. I'm specifically looking for a way to give team members appropriate permissions while keeping ownership and sensitive account settings under the studio owner's account.

Does itch.io currently support this, and if so, what permissions or account setup should I use?

Top free physical games tagged rpglatam - itch.io

Most of the pdfs I see are one or two pages, how can you make a campaign about them?

Hello, I'm looking at moving over to itch and  I have a question regarding the distribution and management of Unity packages. Specifically, I would like to understand how Itch  handles package delivery to users if there are no piracy restrictions in place.

  • How are Unity packages secured or verified during distribution in such cases?
  • Do we have any way to restrict links / downloads? 
  • Are there any recommended best practices for developers to prevent unauthorized access or distribution of their packages?
  • How does Unity’s system differentiate between legitimate users and potential misuse without explicit piracy restrictions?

Understanding this process is crucial for determining the best approach for distributing and managing our packages.

Thank you in advance for your assistance. I look forward to your insights.