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Salbei (Inactive)

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A member registered Jun 02, 2021 · View creator page →

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There is no way to remove things manually from the 'Things you own' library, so you can only contact support and see if they can do it for you: https://itch.io/support

You can also add a topic in 'Ideas and Feedback' to report the bug if you like: https://itch.io/board/580406/ideas-feedback

A transfer like that is not possible, I believe. If you want a project to be tied to your account and url, you have to create it yourself (so that it is in your dashboard). That being said, as you have admin rights, it should be easier to copy the page content/settings into your new project to set it up. You can then remove the old page of your friend or set it to private.

Alternatively, you can of course also add your friend's page to your profile by adding it into a collection and displaying it on your profile. But this will still keep the url of your friend's account, so it makes linking easier but is no real transfer.

My current assumption would be that it pulls this from either your dashboard (recent one), your itch profile page (recent one), or your creator page (recent one).

Now the issue is that you cannot really change any of those in terms of order, except for the last one, your creator page (where you can also decide to display collections). You said you already tried around with those collections, but did you also try to re-arrange the order your projects at the top (so those without an actual "collection") are displayed?  You can hide and re-arrange your own projects specifically by selecting "Change Theme" at the top left and look under "My Projects" in the appearing sidebar. Best case scenario, by setting the project you want to show in your profile-link to be the first one (so the most top left), it will also influence the thumbnail for your link.

If that doesn't work, I am afraid I'm not sure if you can really have much of an influence on that within itch.io's current system.

As mentioned, software usually needs to get signed to get a "stamp of approval". In short, this means you pay money and the signature certifies that the software is not malware of any sort. This signature may no longer work if the software (.exe) is changed or replaced, and of course it is also not a 100% guarantee that the developer of the software has not implemented anything at all that could be seen as malicious by a user. But that's how it usually goes, software signed, okay, software not signed, not trustworthy.

The situation you describe is the following: If you start something from your own pc that you have had on there and created, your system by default knows that it is your stuff and treats it differently. As soon as you download something from the web however, even if it is the same unchanged thing that already was on your pc before, it is seen as unknown by your system. So either windows itself or even your antivirus (depending on different things and how it flags it), will react to it. Sometimes it will only warn you if you really want to execute it, sometimes the smart filter of windows defender will run. and sometimes your additional antivirus will even warn you from running it in some degree (depending on how much of a threat it things it is). And to avoid this, you would need to sign it.

There are workarounds for this: If you use some editors to make your games, they can already have a signed executable. So as long as that executable is not changed in the process of creating your game, you may not get any excessive warnings (except for the usual admin control confirmation) because the executable is already known to antivirus software (if it is known enough). This makes sense, because the executable is known as save, and you have not changed it. If you change it in some way, you are back to untrusted however. And it also may not be a 100% case anyway, because potentially your game could contain other files that could be non-trustworthy anyway. It's all a question of how much your antivirus reacts to things, and executables are usually reason for a reasonably heavy reaction.

As others have said, this is therefore kind of common. At least if you look for games on platforms like itch, where everyone can upload what they created, the chance for your system being cautious about your downloads is to be expected. That means you have to decide on your own risk if you think the game/software is trustworthy or not. There is of course plenty of actual malware on the web, and as has mentioned in other topics also on itch.io, so you always have to be careful and use your common sense to check what is offered, if it is the real deal and if it makes sense to try to download and run it.

Also, yes your software *could* get manipulated while getting transferred to the platform or back, but it is usually not that easy. Because usually, either your system, your network, or the platform (itch.io) need to be vulnarable for hackers to get onto the data. You can check your system with your antivirus to make sure that it shouldn't be affected by any malware, your network should usually be secure unless you either gave away your security info or live next to a pro hacker, and itch.io from what I know is seen as secure in that regard. So malware downloads do exist, but only if you already uploaded them like that or the download on itch.io you want to access has been compromised before upload already as well. The last option is that your account has been hacked, then a hacker can of course download and upload from your projects whatever they like. But again, you either have to give away your security info for that or have to be affected by some sort of virus / hack / malicious website or download beforehand, otherwise it shouldn't be likely for your account to be compromised.

What size did you use for the icon? They usually should not exceed a certain size, as apparently that can cause them to lose their transparency. A good size for icons is 32-128 pixel, I believe.

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That's indeed a difficult question. In general, I would assume it is important to follow the guidelines for this for the country the platform you publish on is part of. So in this case it would be the US. That being said, not even that is enough strictly speaking, as recently Steam had to adjust their rating and store page display for countries who "asked" them to follow their guidelines and make a rating based on their age systems.

It basically comes down to every country having different points where they draw a line, as well as there being a reason why you usually have to go through a given process from their side, as they know what to look for and how to judge it.

So the reality here is simply, itch does not provide nor enforce such a system for you to set up a age recommendation, not for the US and especially not for other countries in the world. Which means you can only try to comply with their guidelines and how they define adult content and go by your own impression of how your game would be categorized compared to other titles.

I guess in that regard, asking other users here or looking at other projects on the platform is a good idea. But at the end of the day only you know your game best. Going by your description, it is difficult to judge it entirely. And then again, we have the difference between countries. For example, I would say that most of what you describe would go for "16+" in my country, but I am no expert either, of course. Just going by games I remember playing in the past and what they offered in terms of topics and visuals. But the line can be very thin there.

I think topics that easily put you into adult territory are excessive and unreasonable violence, shown either direct or indirect. The same goes for erotic content. If it is only mentioned or doing the good old fade to black with two short noises, it will not be the same as if it is the focus of the game and shown directly. Nudity is of course something that is usual not allowed in underage media.

The biggest issue is how far you can go with topics that are dealt with on a more mental side, like suicide or abuse. That is definitely content you can see in non-adult games, but it is either only loosely framed or less blatantly put into the idea of the game. I think the more it becomes a focus, the more you may be better off to put your game into the adult category. Maybe not even because it would be mandatory, but because I am not sure if that are really topics a minor should engage with. They have more than enough time to think about that stuff when they are grown up.

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This devlog from the game page might help you: https://anagan79.itch.io/quest-games-optimizer/devlog/538649/questions-answers

There is also a section about e-mail verification (under 'Troubleshooting and support'), as well as the e-mail address of the developer.

This is the general discussion board for itch.io. For your issue, you would need to check on the game page you got the game from and see if there are comments or a community section enabled at the bottom of the page, where you can ask your question directly to the developer.

I assume you mean this one: https://anagan79.itch.io/quest-games-optimizer

This project needs to be purchased first, if you did not obtain a download key from the developer, nor was it gifted to you by another user.

You can do so on the bottom of the page ('Purchase' -> 'Buy now' button). If you already own/have purchased it, you can either download it from the top of the page afterwards, or by going into your library ('Down Arrow' on the top right next to your user name -> 'My library') and looking into 'Things you own'.

You may also want to take a look at the page description first before purchasing/downloading, as it seems to have a comprehensive documentation and FAQ for users to work with. 

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From my understanding, as long as they put their new version as an upload of the same project page and with the same price tag, you should still be able to access all available (new) files to download them. If they would put the new version onto a new project page entirely, or set a higher price than it was before, you would not. (Edit: Assuming they used the price-tier-system to give out the paid-version.)

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Have you looked into the faq yet? It will give you some general answers on how to use the site as a creator: https://itch.io/docs/creators/faq

In regards to your game. Did you follow the process of making your game ready to publish? For example, some engines need to deploy the game beforehand if they have to be downloadable. I'm not sure what exactly you have to do step by step for Gamemaker, as I assume it depends on what platform you are targeting, among other things? You will probably find that out (if still needed), by taking a look into their dedicated faq or community support online.

In regards to uploading on itch.io, here a few steps to consider:

- Have you verified your e-mail adress already? That may block you from certain features of the site

- Where do you try to upload it exactly? Is it on your own created page?

- Which platform do you intend to publish for? There may be a chance that if you do not upload something that is targeted to run on users hardware, it may not work

- How large is your project you want to upload? You can by default only files with a max. size of 1gb (2gb if you use the butler tool)?

- You can also try to only keep the corresponding browser tab open and deactivate your antivirus at your own risk (maybe something is blocking the upload)

I am aware some of this advice is a bit general, but it may be helpful to exclude the most common things when you have just started out, before you can see if there is an specific problem with your case. I am also not 100% sure on some of the things I've written. For example, it could very well be that you should be able to upload your game at least into some category you can choose when uploading, which would hint at there being a more general issue blocking you. But I am not sure there.

Maybe someone else has some additional ideas to check here, as well.

Have you checked your e-mails for a verification mail from itch.io? You have to use the link in the e-mail to verify your account and get access to all features of the website.

If you didn't receive such an e-mail, you can click the down-arrow next to your profile picture (top right) and select 'Settings'. On that page, choose 'E-mail adresses' and you should see a box next to your e-mail adress where you can re-send the verification e-mail. That box will change to 'Verified' once your account has been verified.

Did you check if the game is supported on your mobile device? The download in question would need to support android or iphone. Another thing you could check would be if some settings (for example within your play store/ app store) prohibit you from downloading files/apps from external sources.

That being said, I am not even sure if iphone allows you to do that in general. So if you are using that, you may be out of luck. But that is only an assumption from my side.

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From what I understand (I could not test that though, as there is no free version of the software), the generator comes with parts baked in that you are supposed to use to create the characters. You can then edit those created characters afterwards (with an image program). The other character asset packs do not seem to be expansions for the generator, but standalone graphics to be used and edited. You can basically see it this way: There were packs released to give you characters for your game making, and then at some point a generator was released to give you more freedom to create your own characters by building from the parts already provided in the software.

Now, depending on how open the software is, I can imagine that within its folders you may find the parts the software uses. So if you would use the same pattern for a part (for example the hair), you could potentially expand/replace a part-category with more (from for example the standalone asset packs), but that would take more effort to get working than if they would be actual expansion packs with the parts already ready to put in.

Edit: Keep in mind that this info is for the original version of the generator. The EX version seems not to be available yet (unless you got the bundle), so maybe that one has that additional feature.

I cannot find anything under that name, not here on itch.io, not via searching it on Google. Are you sure that name is the right one for the program, and that you got it for this platform?

That being said, this is the general itch.io discussion board. If you have questions regarding a product, you need to check the project page and see if there is a comment section / discussion board enabled on there.

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To give some further insight to what was written above:

You can create and publish your project without any downloadable/playable (if browser content) files, but unless you want to show it on your profile or make sure people can easily find it via its browser adress (as draft/restricted are a bit more "complicated" in that matter), you shouldn't do it. You can see it as a good way to make it "visible" at first, but as mentioned you will not be listed into the search results. Not only that but you basically "miss your chance" to appear in the recent category, especially if your publishing and possible indexing into the search results have a larger time gap between them. If you post a devlog for a project and categorize it (justifiably) into "Major update" you may get a push in "Recent". All that said, the general spirit here is that you should not rely on the recent tab and search results too much anyway, but it is still better than wasting it if you do not have the reasons I wrote about at the beginning.

Another thing I want to point out: Devlog Posts are not bound to the same rule you have set for your project if I remember correctly. For example, you can post a devlog for a draft/restricted project and set that devlog to published. It will appear in the devlog section of the website (not this discussion board), as well as in that specific recent tab. I would assume general blog posts you can create from Dashboard -> Posts (and not choosing a specific project you have created) will work the same way. So basically: You can create devlogs and show your progress to people, even without setting your entire project page to public. And when users are on a devlog of a project, clicking on a link that leads them to the actual project should work normally if I recall. So they can visit your website for what it already is from the devlog if they are interested.

All the above is meant as: Publishing -> Set to public when editing a project page / devlog. (Instead of choosing draft or restricted. If you just create a page, it is automatically set to draft at first. So creation is not necessarily publishing in that context.

About the discussion board: You can also share your progress about a project in the devlog section of this community. (It is basically the overall discussion board for itch.io). It was created before devlogs existed, but you can still see it as a way to share your progress directly with the people who visit this place. Mind that you should create and edit only one topic (per project I believe, make sure you read the rules that are openable above each category of this board).

I think most people also do not care that much about the whole drm thing and have no problem just installing what is mostly known and used for pc gaming nowadays. The same way also a lot of people do not mind installing every launcher the publishers throw at them. I am open for other options if they make sense, but what we have for game launchers at the moment strikes me the same way as the billion streaming sites every company owner wanted a bite of the cake from. It can be bad to be on both sides of the scale, I would say.

Itch.io not only has no drm, but is rather more niche. There are a lot of thoughts going into publishing on "yet another" storefront for a developer/publisher, so unless it hasn't been forced onto you or gained somewhat mainstream appeal, most will not use it. GOG is another good example: It wasn't known that well unless you specifically looked for a good site to find old (and working) games. Since then it became wider known, partly because of the company behind it, partly because it expanded to also include new and indie titles. But still, it is mostly a question if "new game xyz" comes to the platform, either because the publisher doesn't want to tend to an additional platform and calculate the profit, alongside having to take care of another (drm-free) build, or because the game is already stuck  on one of the other publisher-owned launchers, among it just not being that publicly used compared to steam/consoles. Which looks like a self-repeating cycle at that point.

This has to be the strangest topic I have ever seen in my life. Especially knowing what the comments looked like last year.

Have a great (and normal) birthday, Dave.

Reading the devlog and the announcement on twitter did make it seem like it. That being said, a part of me already knew that it could be different, especially knowing your way of writing for a while by now. But it made more sense to me to adress the assumption directly instead of making it a long comment chain.

All that being said, it was a misunderstanding and I was wrong. So my apologies for that.

Have a nice day.

If you may want to clarify the situation, as reading the post makes it  possible to interpret it in multiple ways:

- The finale/ending of the game will not release on itch.io

- The game will release in its full state on Steam for a asking price, but that version will not also be available on itch.io by updating this project and adding a minimum price to pay

If that is the case, this is always ... quite divisive. As someone mentioned it pretty on point a few days back on the community board, this always feels like you made a userbase on this platform and leave them behind for Steam after they 'supported' you, leaving them with the unfinished product. Saying that the game would always be able to change also makes this only so much better, because it still gave the impression that you had plans to release the full product on here. Not finishing the product in itself can always be a risk, but knowing that it actually became a finished product - just not on here - will always have a bitter aftertaste.

Something to justify this semi-sufficently: It was not a paid product. If that would have been the case, I do not think this could have been salvaged in any form or way, to be honest. But saying it was an in development work people could support voluntarily, makes it a bit more redeemable. But not completely - because those people still donated.

Now I do not know how many people did support you this way, or how much of a userbase you had on here at all - and this does justify a decision like this. I am not saying that one glove fits all here, and I also was more or less on board this development since its release on here, so I am the last person who would not understand or support the situation as much as possible. But it still makes it a bit difficult, at least when there are alternatives available:

- Why not release the full Steam release on itch.io as well, by updating the project and switching to minimum price to pay. People who already claimed it by donating will still have access to the project as well that way

- There is also an option to give out Steam Keys for people currently owning the project by having donated. The project (in its current state) could be switched to completely free, so nobody can donate anymore, and then everyone who did beforehand could be handed out a Steam Key. You can read more about that here: https://itch.io/docs/creators/download-keys#external-keys-steam-etc

These options (in whatever combination) would easily make this situation more supportable.

All that being said, as mentioned above, I do support your decision to go to Steam with the game and wish you recognition and success. It was enjoyable to go this journey with you and see the project grow and improve over time.

I am not sure if I will check it out on Steam. I would be inclined to do so, even paying for it in full once more as I really do like the game and want to support you - but I am done with the platform for a good while now and did not have the intention to go back to it. Thinking about making an exception here should say a lot, but I still need to think about it.

If you feel like changing your way going forward on itch.io, I would of course also gladly take a look at it. But I am only writing this for the sake of making it obvious. Choose to do what you think is best.

Best regards.

I always regarded the Devlog section on this discussion board as an additional way to introduce people to your project and share updates with them, separate to the actual devlog feature which presents your updates to users via the dedicated search listing, as well as in the feed of people (following you). Those devlogs will also be added to your corresponding project page as sort of an info-pool and archive for future visitors. You can create multiple and update/archive/delete them individually, where as going from the rules in the devlog section on here, you should update one topic you created for your project with additional posts and edits.

Basically said: The 'real' devlogs are yours, they are part of managing your projects. The section on this discussion board is sharing your work progress with the community on here.

There are also two types of devlogs since a past update: You can post a devlog directly as part of your account, so it will not be bound directly to one of your projects. For this you can go into your Dashboard -> Posts -> Create a new post. They can basically seen as managing a 'blog'. Or, by choosing one of your projects, or creating a devlog while editing them, you can create devlogs tied to this specific project. You can use both for different context of writing about stuff more in general or specific, or some other reason you do not want to tie something to a specific project.

In regards to spamming: I would not think copying your devlog progress into your forum topic would be considered that, as well as vice versa.

If you intend to create actual devlogs, you should avoid copying the same information over and over again. A specific devlog does not need to be a general one as well. If you have something to write about multiple specific projects, a general devlog may be the better choice. The latter can be context-specific though, so if you have a logical reason, I doubt you would get in trouble for creating two similiar looking devlogs for a very rare occasion.

There are some other things about devlogs in how they are integrated and can be interacted with, but that should be the general gist of them.

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I think the best outcome would be if the person posting their video genuinely put effort into making the video out of their own personal interest, as well as wanting to support the developer. In that regard, I would be happy to see someone not only put effort into something they love to do, but also wanted to support me.

Sometimes however, it feels like people are posting it just with the intent of getting views on their video. Maybe they still choose to showcase your game because they were interested, maybe they just saw it as a good strategy.

I think that still benefits both parties, so minding it personally would not make too much sense. But it still seems a bit on the nose. Sometimes I can understand that approach, as every person may have a different reason or thinking process, sometimes it does feel a bit disappointing.

While in your library, when you hover over the thumbnail of a game, you should see an interface popup which lets you move them around or remove them. You can arrange them in any way you like until you are pleased.

Granted, that is not the same as a sorting function, and if you have a lot of games in the collection before you start organizing them, it may get tedious.

The things you own list cannot be rearranged, it will always sort the items you bought or claimed from most recent to least.

That is alright, but I have donated to everyone I plan to use things from so far, and I really took a liking to these fruits out of all I found. I also like to know that I have 'claimed' all of the things I want to use, so there is a personal reason, as well.

Thank you very much for your work and support. Have a great day.

I would be interested to know if the character could also be used to create a profile picture. Would that fall under the usage rights or be considered redistribution?

Kind regards.

No worries, feel free to let me know once you have fixed the issue, so I can donate you something.

There seems to be a problem with your direct payment setup, as I am not able to use PayPal to purchase your product. May you take a look at it?

Kind regards.

If you go to your account settings (the down-arrow at the top right corner of the page -> Settings) and select 'Email adresses', you should be able to either send a new verification e-mail or change your current e-mail adress linked to your itch.io account.

Hope that helps you.

Yes, I remember it as well now. In that sense it would not sound unlikely that one may get a boost when the project gets out of 'In development'.

I would assume some sort of guidebooks in relation to programming and game design. Especially ones that focus on a combination of both, seeing as you want to look into gameplay mechanics and how to implement them.

That being said I would not know of specifics other than looking up those kind of guides in proper places. So maybe someone with more knowledge can add something to this topic.

From what I understand you only get that boost into 'Recent' the first time your game gets published and indexed. The FAQ is a bit vague on the whole process, though. For example I am pretty sure I once got one point in my publishing e-mail stating that pages in prototype/without downloads will not get added into the search results. Which makes sense, but it leaves the question if it still counted as published then or not. So the same could go for some other selectable types or circumstances.

I guess one way of seeing is that if you would know it too exactly it may be abused? And seeing as itch.io clearly states that you should not rely on the recent tab too much anyway to gather a following, I guess it is debatable if such things should be updated into the faq eventually or not.

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This is the general itch.io discussion board. If you need help from a developer you bought something from, you can try the following:

- Check if they have a comment section / discussion section at the bottom of the project you bought

There should also be a page where you can see individual support emails listed if a developer has supplied one, but I cannot find that page for the life of me. I was certain it was another one than https://itch.io/support, but maybe I am wrong and I just do not have any adresses listed.

In regards to your problem: This usally means either a general issue with the plugin (error in the code/placement in your plugin list/incompatibility with the corescriptversion or other plugins used/wrong iteration of the engine used) or an issue with how to set up the plugin parameters/database or assets needed for the plugin to access.

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You could try the following:

- Check if your e-mail has been verified (Account Settings -> E-mail adresses)

- Disable your VPN for the uploading process

- Use a different browser

- Try disabling your antivirus (at your own discretion and with that specific tab being open to try the upload)

- Try restarting your internet connection (On your decive and/or router) or your device entirely

- Wait for some hours or a day, maybe there simply is an issue with the server right now

If none of that works, it may be a more specific issue in regards to your internet connection / location. In that case, maybe someone knows a bit more about that.

Do you use custom css for the page or just the editor?

My only assumption would be that when choosing a hyperlink colour with not enough contrast to the background, it may auto-highlight it. So you could try choosing a different colour combination.

It does not seem like you can change notifications on site. There is a notification category in your account settings, but it is only tied to e-mail notifications.

In that regard, the feed system does seem a bit rudimentary. You could make a suggestion to improve it on https://itch.io/board/580406/ideas-feedback (or look up if a corresponding topic already exists and bump it).

I often see creators note that they would like to hear from people when they are using their assets in a game, so that they can check it out. Optional, of course. And there are devs who do that, just as you have experienced.

I do not think that you can do too much more here, though. At least I do not see a simple way to really 'track this' (for example if your assets would fall under a very particular tag that devs would use when using it, so you can easily pin down which games have used it). I believe at the end of the day, it is just a matter of 'letting your art out into the wild'. You may stumble on it from time to time, but I do not think there is too much to force the issue.