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rancidbacon

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A member registered Nov 21, 2018 · View creator page →

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Thanks for having a listen & commenting. :)

Currently listening to your piece (yet) again. :D I definitely dig it… :) Definitely off the scale in terms of atmosphere!

Starting to think the jam needs an additional category where the 1-5 stars represents the number of times in a row I listened to the piece on repeat. :D

Thanks!

Trance-like, you say? Seems my love of 90s anthemic trance might be showing a little. :)

And, it turns out that the “something” approaching was the Brackey Jam’s “Calm before the storm” theme. :D

Thanks for taking the time to listen & leave your comment. :)

Glad the title’s connection with the piece came across and elements of the composition “connected” with you too.

Also, I just wanted to acknowledge the time and effort you’ve put into making really specific & tailored comments for people’s entries, it’s really cool.

The latter is cool both in general because your effort demonstrates a level of genuine care/respect towards the pieces people have created but also because the specificity of your comment is really helpful in terms of having feedback on how successfully my piece communicates what I was aiming for, e.g. “ominous” but “upbeat”.

Cool that you entered the jam while using LMMS for the first time! :)

Really appreciate that you stuck to just the included samples & instruments for your composition, cos it shows what can be done within LMMS without having to find a whole bunch of stuff from elsewhere.

Welcome to the world of LMMS. :)

Cool to see someone entering the Jam and trying out LMMS for the first time!

You definitely hit your target in terms of a piece that could be an atmospheric track for a title screen for a game.

I think this is a really well-executed interpretation of the theme while also avoiding being too “literal”.

The track comes across as one whole & “coherent” piece and I can totally hear it as part of an OST for a game. :)

One might even say you really “conquered” this piece. :D

You’re just lucky that the track immediately makes ya want to listen to it again, which brings the total length to 4:18. ;D

Gotta say, I think this is my favourite entry in the jam. :)

I really liked how you managed to incorporate storm theme “tropes” whilst also having a really original take on the piece overall and keeping things in motion throughout the track.

Nice. :)

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Hi there Henry,

For context, I wouldn’t normally go out of my way to participate in a “non-community” jam, particularly one that requires additional unremunerated “work” in terms of writing a review but I’m a fan of the LMMS project & appreciate the project getting some more attention & giving people an excuse to make + release some music with LMMS, so made an exception in this case. :)

In case it’s helpful, a couple of pieces of feedback from the submission process:

  • The jam page text says “18th” rather than “8th” for the closing date: “…and lasting for 2 days through to 11:59PM (GMT+1) Sunday 18th September.”

  • Review submission form confirmation has an incorrect prize amount & competition closing date:

    “”” Thank you so much for completing this - we’ll be in touch if you win the $100 prize!

    Competition running until: 01/02/13 “””

  • The tooling.gg site is rather lacking in information about the site/company/project itself which leaves uncertainty about what’s actually going to be done with the reviews we submit.

  • When/if they are made public will the reviews have an indicator/disclaimer that they were written as part of entry criteria for this jam?

Hope some of this feedback is useful and… be sure to check out my latest Rancidbacon release “But Not Tonight” available now! :D

Thanks for taking the time to play my game & leave some feedback about your experience, I appreciate it. :)

Glad you got some Ben Hur vibes!

Pretty sure ancient charioteers probably had the same complaint about steering being a little hard, so, you know, just going for realism… :D (Well, that’s my excuse anyway. :) )

Thanks again, hope you had a good jam yourself!

Hey! I just realised your game is named Abe’something (the ’something is silent, I guess) too! :)

I wasn’t daring enough for a three letter game name! :D

Thanks for playing my game & taking the time to leave your positive feedback! :)

Yeah, I quite like 2.5D as way to slowly upskill on the 3D side of things–actually modelled some stuff in Blender this time, instead of just doing it all in Godot!

I’m still hanging out to start work on 3.5D games… if only I could find the time… :D

Adding a timer to add replay value to my short games is a jam hack I picked up somewhere along the line, so I’m glad it actually worked! :D

Thanks again for playing the game & leaving your feedback on this page & on the game page.

Imagine how much replay value my games could have with two timers! :o

Maybe next jam I should go all in on game-play timers and no lore? :D

Thanks for playing my game & leaving feedback, umm, 27 days ago! :D

Very pleased you found the lore funny, thanks for letting me know!

Maybe next jam I should go 100% lore, 0% game-play?!

That might also be a neat perspective. :)

Thanks again for your bug report–as a result of following up about your report, itch has apparently rolled out a workaround so Godot games should work with Firefox again pending a more permanent solution.

So, your report helped a bunch of game devs have people play their games again & not have to figure out why it suddenly wasn’t working! :)

Thanks for using Firefox too! :)

Turns out there’s also a pre-existing itch.io issue too:

This appears to be a related bug on the Godot issue tracker:

  • “SharedArrayBuffer does not work with Firefox on Android anymore #86988”: https://github.com/godotengine/godot/issues/86988

    “A few days ago [issue created 9 Jan 2024] my Godot game stopped working on Itch.IO when opened from a Firefox Android app. […]”

From other comments on the issue it seems like it might be Release and Beta versions default to an error on expiry.

Hi,

Thanks for your interest in my game & taking the time to let me know about the Godot error you encountered.

Can you please confirm what browser and version (was it Firefox?) you tried to use to play the game and/or if it’s a “release” rather than “development”/“nightly”/etc version?

If you’re interested in more details about the issue (which is at this time, not yet fixed), please see my reply here: https://rancidbacon.itch.io/abe-ation#post-9707603

Thanks again for your time! :)

Update on my earlier reply:

Can you please confirm what version of Firefox you tried to use to play the game and/or if it’s a “release” rather than “development”/“nightly”/etc version?

After some investigation I think the error may be related to the itch.io “Origin Trial” token having expired but due to an Firefox implementation detail this may only stop release versions from working (thus why I hadn’t encountered the issue as I was using a Firefox development build).

Thanks again for your feedback.

[I’ve alerted itch.io to the possible issue here: https://itch.io/t/2025776/experimental-sharedarraybuffer-support#post-9707481]

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TL;DR: The token in the (“COEP: Credentialless”/CoepCredentialless feature) origin-trial header of itch.io appears to have expired at the end of 2023 and (presumably) needs to be regenerated.

Supposition: An expired origin-trial token appears to only impact release Firefox versions not development Firefox versions (presumably due to a different default/fall-back value).


Hi Leaf,

I recently had reports of my Godot 4 game web/html export (which uses SharedArrayBuffer–and has the experimental SharedArrayBuffer itch.io option enabled) failing to run in Firefox–which was somewhat surprising because Firefox was the only browser I’d tested it with. :)

While investigating possible causes, I happened to base64 decode the transmitted token & realised the expiry field had a value of 1704063600 which equates to 2023-12-31T23+00:00 (UTC).

Based on my current (limited) understanding of the related preference & checking code I think an expired token only impacts release Firefox versions (and I only developed/tested with an (older) development version).

The original bug report on my game:

More details from my investigation than you or almost anyone else is likely to ever want can be found in my follow-up comment: :D

Apologies for not being able to 100% confirm the exact mechanism by which the failure occurs at this time but I wanted to alert you to the potential issue before I lost my “flow” momentum or disappeared down a different rabbit hole. :/ (Especially, as I’m aware that configuration of the whole SharedArrayBuffer feature in browsers these days is quite opaque & there’s many intersecting pieces that need to fit together for it to work correctly.)

Also, apologies in advance if I fail to get back to you on this topic, I will try to do so though, so let me know if any further details are helpful.

Thanks for all your work on itch.io, I really appreciate it. :)

Edit: Added specific mention that this relates to the Origin Trial for the CoepCredentialless feature for clarity and search juice.

(17 edits)

TL;DR: I think the token in the origin-trial header from itch.io expired at the end of last year. But I think this only affects release Firefox versions not development Firefox versions (due to a different default/fallback value).

[Current comment status: Work in Progress–currently being updated (unless 2+ hours has elapsed in which case I’m probably lost down a rabbit hole, never to return. :D )]

Additional Debugging Info request

In addition to the version/configuration debug info already mentioned in my previous comment, any or all of the following may also be useful, if anyone feels inclined to provide it:

  • What is the exact error message in visible in the area where the game is meant to be visible?
  • What is the most recent error message in the browser console?
  • What is the content of any “traceback”/“backtrace” associated with the most recent error message?
  • Are there any other errors visible in the console?

If you’re comfortable with entering text into the browser console:

  • What is the output of window.crossOriginIsolated when entered into the browser console?

If you’re comfortable with viewing the about:config information, what are the values of:

  • dom.origin-trials.coep-credentialless.state
  • dom.origin-trials.enabled
  • Are there any other dom.origin-trials config items other than test-key/test-trial?
  • browser.tabs.remote.coep.credentialless [Edit: Added.]

If you’re comfortable viewing HTTP request/response headers:

  • What are the values of the following response headers for this page (i.e. https://rancidbacon.itch.io/abe-ation):
    • Cross-Origin-Embedder-Policy
    • Cross-Origin-Opener-Policy
    • Content-Security-Policy
    • Is there a origin-trial header?
    • Are there any cookies sent/received? (Please don’t provide the value of any cookies.)

Thanks for any of this additional information anyone provides. :)

Related links/issues/information

[NOTE: Any questions in this section are rhetorical/aimed at me, not expecting anyone else to answer them. :) ]

[TODO: Add other notes here?]

(7 edits)

Update: Please see my more recent reply, here: https://rancidbacon.itch.io/abe-ation#post-9707603

Thanks for trying out the game & letting me know about the launching issue you encountered.

I actually used Firefox for game development/testing, so I’m guessing there’s a version related issue at play somewhere.

Possible Workaround

Previously it was possible to “workaround” the issue by right-clicking the embedding frame that is displaying the error message and choosing “Open this frame in new tab/window…” or similarly named option. This may still work.

Debugging Help Request

If you’re feeling inclined to assist further :) with debugging/diagnosing this issue further it would be helpful to know the following information about your configuration:

  • Firefox version used.
  • Operating System & version used.

And, for bonus points:

  • If a “Private Window” is being used.
  • If any extensions are being used.

More details

[On the itch.io side I do have the experimental SharedArrayBuffer support enabled but I’m aware there’s some other nuances around the credentialless header which seems to depend on at least some combo of FF browser version + a 3rd party library version + Godot 4 export version. :/ ]

I’ll reply to this reply with some additional details/links (primarily so I can remind myself what I discovered while researching this again :) ) and some additional bonus bonus point configuration information items if your debugging largess knows no bounds. :D

Thanks again for your time & feedback. :)

Edits: Changed order of paragraphs to hopefully have the more useful info “above the fold”. Added some “headings”. Other minor edits. Added “Update” note.

A couple of things, in addition to the suggestion by weekend:

  • The English translation of the error message “Error al analizar el archivo” appears to be “Error while parsing file” (via). A search for the error message in English may be helpful.

  • Note that Godot 4.3 is currently an “unreleased”/non-“stable”/“development” version that doesn’t guarantee compatibility between releases & may contain more errors than a stable Godot release.

  • I’d suggest looking to see if any of the “release notes” for recent 4.3dev releases mention changes in audio functionality.

  • Additionally, see if someone has created an issue for the error here: https://github.com/godotengine/godot/issues/

For the future:

  • Making regular project backups and/or using version control is even more important than usual when using non-release versions of Godot.

Hope you manage to recover from this okay!

Me:

>>> print "Hello, world!"
  File "<stdin>", line 1
    print "Hello, world!"
                        ^
SyntaxError: Missing parentheses in call to 'print'. Did you mean print("Hello, world!")?
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Note that with jams on itch.io you can both submit early (i.e. multiple days before the deadline) and update your submission up until the jam deadline.

My recommendation (particularly for browser-based games) is to:

  1. Submit (or at least upload) a really early “test build” as soon as possible, so you can troubleshoot/debug with as little time pressure as possible;
  2. Submit one or more “safety build(s)” once you have something minimally playable (and, then again with, say, each major game play “feature” added)–this is so you have something “recent” submitted in a “worst case scenario” (e.g. cat eats your mouse, cat eats your computer, cat eats your house, cat eats itch.io servers at deadline etc).
  3. Try to avoid the temptation to add “just one more thing” before making a final submission and aim to make your final submission 2-3 hours before deadline (you probably won’t but that’s why it’s important to at least aim for it :) ).

The two week jam time frame makes the dynamics a bit different to a 48 hour jam but, you know, last 48 hours of two weeks is still only 48 hours… :D

(Note that it seems that for this jam, games submitted before the deadline are visible to everyone once submitted, so, you can just put a “Work In Progress” disclaimer on the game page if that’s of concern to you.)

Also, (an admittedly niche :D ) Pro-Tip: if you’re saving to a data cassette make sure you’ve advanced past the non-recordable plastic leader before starting the save… :O

Also, keep in mind that the game “Thomas Was Alone” has sold over 1 million copies and has characters that are simple rectangular shapes. (Apparently inspired in part by well known “fan of the rectangular” Piet Mondrian.)

Nice! Proprietary hamster heart surgery is a blight on humanity. 😂

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If you state the name/URL of the engine you are using, someone may be able to suggest how you can do so, if it’s possible.

Also, note that–as I understand it–the intention for this jam is that you will need to upload:

  • (A) your project’s source files (e.g. source code, raw assets, etc) to a GitHub repository,
  • in addition to also uploading to your itch.io project page (B) the game’s Windows binary executable and/or web “export”.

In the interests of clarity, note also that:

  1. The meaning of the term “export” may vary from engine to engine; and,
  2. The term “GitHub repository” does not mean the same thing as a “GitHub Page”.

Edit: The replies in this thread might also be informative: https://itch.io/post/9443843

I’m not sure what you’re on about

FWIW, TL;DR: The jam countdown was longer than 48 hours (went from “2023-07-21 10:00:00 UTC” to “2023-07-23 15:00:00 UTC”), i.e. 53 hours.

I assumed the duration being longer than 48 hours was intentional and thus confused the jam with a different jam which does have a longer duration intentionally for the reasons originally described.

Thanks for running the jam, the assets & your other contributions to the community. :)

Thanks for playing the game & sharing your experience. :)

Indeed the original plan was to include more stuff to do but time ran out before it could be added.

Thanks & hope you had a good jam!

Ah, yes, it’s a simulation of my life in that way. :D

Thanks for trying it out anyway.

Thanks for trying out the game and taking the time to write some constructive feedback. :)

You are very correct that I needed to incorporate more instructions. I kinda ran out of steam post jam to have the energy to add instructions/context to the game page–especially since (as tends to happen) the game didn’t quite get to the state I’d have liked before submission.

A couple of days ago I added some more instructions & back-story to the page in the (unlikely :D ) event that anyone visits the page post-jam.

The overall goal was an ongoing idle/clicker/simulation scenario with ability to gain buffs etc & purchase items with different stats etc but TVs were the only thing that got wired up. :)

Thanks again for trying it out!

Mis disculpas. :)

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It should but I am curious about the specifics because I’m in NZ & and when I first viewed the countdown about 30 minutes after the theme announcement the value was something like “2 days 4 hours”.

And I have encountered/observed time-zone/countdown-related oddities on other occasions.

Oh, actually, looking again, I see “Submissions open from July 21st 2023 at 10:00 PM to July 24th 2023 at 3:00 AM” which is clearly more than 48 hours.

Re-reading the Rules/FAQ, in answer to “1 ‧ How long does the jam take?” it states “48-hours, you’ll have to develop and submit within the date and time listed above.”

But I seem to recall in other years the rules more explicitly stated/clarified that the countdown period is longer than 48 hours but “your own” countdown is 48 hours from when you start–but regardless of when you start, your submission has to be made by the global site countdown deadline (which is shown as your local time on the page or in UTC when shown within the hover tooltip).

I also seem to recall this was done to make the potential “Jam Start Time” (& related end time) more convenient for some time-zones (e.g. in terms of what day of the week & what time of day it falls on).

While I kinda understand the motivation for doing things this way, I do find it gets kinda confusing–especially when most jams have a single global 48-hour long, 48-hour countdown and it’s easy to not notice the Kenney Jam countdown doesn’t work the same way (AIUI).

Main thing is, I guess: Don’t accidentally submit a project that you’ve actually worked more than 48 hours on! (Due to mistakenly thinking the Jam Countdown is Your Countdown but you started immediately when the Jam Countdown started.)

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Thanks for trying out Dr. McCaw’s Side Show!

We’re hoping that the corn-based snacks demographic will be a growth player segment for us, so we look forward to you being the first of many such players. :D (No pressure!)

And, you can be assured, you did the thing! Existential ambiguity is big in games right now, so being “Not exactly sure what I’m supposed to do” is the new “Cosy” vibe. (Also, turns out physics in the browser may have different results than on desktop–admittedly not that different but, still, who knew?)

Oh, and, those b-i-e windows which you might quite logically assume aren’t supposed to be there, are, in reality, actually part of an intentional aesthetic I’ve apparently been cultivating, perhaps. :)

Thanks again for playing & leaving your feedback–I appreciate you taking the time to do so!

Can confirm it’s not displaying for me either. :/

Top of page says “The developer has not uploaded a Hungry Bunny yet…”.

As FYI the browser version didn’t work for me either.

No specific error message.

This was with a “recent” Firefox version on Linux.

FWIW other Unity-based browser games from this jam have played okay.

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“10% of the original vision”?! “overscoped”?!

Now you’re speaking my language! How could I not try this based on the cover image alone? Very effective marketing. :)

I’m pretty unacquainted with the microgame “genre” but these games certainly seemed micro. Got bit confused with a couple but that seems to go with territory. :)

Carrot stabbing was probably my favourite. This choice probably speaks volumes about me.

If I’m honest I’d probably rather not have had the (I assume Rickroll or similar) pop-up that my browser caught at the end but, you know, artistic vision and all that, I guess.

I am now an expert on microgames, thanks! :)

Edited to add: “on a chromebook”?! I admire your dedication to the craft. :)

I did not anticipate this would be the way I “returned to the cinema”! :D

Yours is the first game I’ve played in this jam & it was a nice little production. :)

The concept was appealing with a strong connection to the theme & the intro cut scene with actual credits was a nice touch.

My first impression when starting to play was that it was a little difficult to see my character on screen due to a lack of contrast against the floor.

I then proceeded to wander around the theatre wondering why the “E” button didn’t seem to do anything when standing next to trash…

…after wandering back to the starting area I finally noticed that I wasn’t the only thing difficult to see against the accurately represented corporate theatre carpet–designed to hide everything: I had completely missed seeing there was a trash bin & mop to pick up! :D

(You might want to add a note in the instructions in case other people miss the items too.)

Now properly equipped, I was able to complete my tasks after some persistence with some stubborn popcorn under the seat arms. :)

I enjoyed the little details such as the light shining through the theatre doors & shadows it created.

A well scoped & cozy entry, I enjoyed playing. :)

Update: Turns out I did get the “revised” concept partially implemented before the deadline after all. :) Is it “more compelling”? Good question! :)