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SpaceTruckerGames

28
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A member registered Sep 06, 2016 · View creator page →

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Recent community posts

What? How do I play with the small blocks? Pretty please release an anthology at some point ;)

ok here's a terrible idea I tried myself but didn't release: what if nothing fell at all when you make a line?

Why do the five stars only appear when you sort by "top rated"?  That's a valuable information, even when you sort by "popular" or "top seller" etc.

also I think nowadays a simple prominent "like" button à la facebook/twitter would be more effective than the current stars system. Just my two cents.

"earnings" on the dashboard doesn't seem to take the bundle purchases into account. is it a bug or is there a rationale for it?

Chrome doesn't notify for now. that might change in future versions, but it seems the whole policy is here to stay. also chrome is the most used browser and its updates spread quite fast. in a few month chrome66+ could represent 60% of the market (https://www.w3counter.com/globalstats.php?year=2018&month=4)

Regarding PICO-8 games specifically, if audio is denied at start it won't ever resume. that might get fixed on the pico-8 side eventually. but I'm quite sure that most games here won't ever get an update. So, I think that disabling autoplay for all existing pico-8 games on the site would fix the problem. then devs that can handle it by themselves could re-enable it if they want.

(3 edits)

Bad surprise this morning, Pico-8 games have no sound in chrome (66.0.3359.139). The fix here on itch.io is to uncheck the "Automatically start on page load" box to get a play button.

Can this be done site-wide? I'm not sure every dev will notice and come back to do it, especially on older games.

(edit)

That seems to affect most web games after all. Is it a chrome bug or a new browser trend??

(edit)

https://blog.google/products/chrome/improving-autoplay-chrome/

Works well for twitter! (no idea about facebook, I don't use it)
Not sure why you wouldn't do the same for profile pages, but it's already far better anyway.

Thanks a lot!

*bump*

Am I the only one  trying to tweet about itchio games? Looking at the main page, 9 games out of 10 will look bad when their page is tweeted.

If you don't know what I'm talking about, go there: https://cards-dev.twitter.com/validator and paste your game or profile page. you'll see how it ends up when tweeted. You can always center the cover image for your game so it's not cropped badly, but the result on profile pages should be considered a bug in my opinion.

It's a hassle to come up with a cover image that can also work cropped as a twitter card!
Also, for the profile page, the twitter card image is the one of the first game listed. The profile avatar or banner would be a better fit.

thanks! :D

(1 edit)

Good old tetromino action!
Remove garbage by making lines or color streaks.
8 game modes, 30+ levels, 4 starting speeds.


https://spacetruckergames.itch.io/tetromino-colormix

Have fun!

Same here.

I have a game configured like this:
- an embedded demo, 
- a downloadable  demo
- a paid full version
The app will only install the embedded version, even if you registered the full game.

And another one:
- an embedded demo, 
- a paid full version
The app doesn't show any install button, only "buy"...

That doesn't make much sense. I'm pretty sure the app used to let you choose which file to install. If that choice is gone, the app should check the paid version first, then a free demo, and only then the embedded version...

sure! here it is: https://itch.io/s/9796/bricks-pellets

So I made a bundle, it's active but does not appear in the bundle section.
Is that section curated?

The bundle section says:
"Check out some of the bundles that are currently available on itch.io:"
and then there's "Featured bundles"
and then there's "All bundles"
so, is it "all" or "some"? should all bundles show up there or should it read "Some other bundles"?

Tetraminoes... where do they come from?

Here's a sliding-tile puzzle game where you have to make them!


https://spacetruckergames.itch.io/t-factory

Two game modes in four sizes!

Thanks a lot!

The ghosts behaviours are actually based on original pac-man. The pink one tries to get ahead of you, the blue one tries to trap you between him an the red one, the orange one chases you from a distance but shies away when too close.

Actually released a few weeks ago, but never announced here nor featured, so here it is:

https://spacetruckergames.itch.io/bpod


Just you and one ball in an infinite pit full of bricks!

That's it, munch pellets in Time-Stopping Pellet-Time®.

https://spacetruckergames.itch.io/shpm2000

The ghosts only move when you move, learn their tactics and get better at Pellet-Munching!

Also, the maze is different every time, so no timing tricks, just skillz!

(3 edits)

they work for my game pages (the cover images show ok), but not for my profile page.

from the twitter card validator:

INFO:  Page fetched successfully
INFO:  11 metatags were found
INFO:  twitter:card = summary_large_image tag found
INFO:  Card loaded successfully

no picture shown. checking the source, there's a "twitter:twitter:image" tag with valid content.

I've randomly checked other people's profile. some work, showing the first listed game's cover picture, some don't, just like mine.

what am I missing?

(edit) found the culprit: there's a duplicate"twitter:" in the tag...

Hi Daniel, glad you like it!

The board is fully random, so you're bound to get stuck at some point. But each "free move" you can make helps bring tiles together, for you to collect later. So there's a "warm up" effect on the board if you manage to roam it for a while. Hope that helps :)

yes, running as admin. not sure there's more I can say, "symlink" problem on windows (should be mklink?), "anolis" not present in wine on linux.

the unpractical thing is that it stops at any error and doesn't build anything at all. maybe each build should be treated separately? also it boldly stops when you're offline, even if the cached files are still there and good to go (got isp problems). all in all it seems to only work well when nothing goes wrong ;)

in the end I disabled the non-working builds so I can build for windows/linux on windows, and for linux/mac on linux. I haven't tested the resulting mac build yet, but the others work ok. the only bummer is that I get 200Mb+ worth of files for a 700kb web game. but that's another story ;)

(3 edits)

not working on windows 10:

Running "nwjs:desktop" (nwjs) task
Using v0.22.3 (sdk)
Create cache folder in C:\DEV\htmle\cache\0.22.3-sdk
Using cache for: win32
Create cache folder in C:\DEV\htmle\cache\0.22.3-sdk
Using cache for: win64
Create cache folder in C:\DEV\htmle\cache\0.22.3-sdk
Downloading: http://dl.nwjs.io/v0.22.3/nwjs-sdk-v0.22.3-osx-x64.zip
Create cache folder in C:\DEV\htmle\cache\0.22.3-sdk
Using cache for: linux32
Create cache folder in C:\DEV\htmle\cache\0.22.3-sdk
Using cache for: linux64
  downloading [====================] 100% 0.0s
Unhandled rejection Error: EPERM: operation not permitted, symlink 'C:\DEV\htmle\cache\0.22.3-sdk\osx64\nwjs-sdk-v0.22.3-osx-x64\nwjs.app\Contents\Versions\58.0.3029.110\nwjs Framework.framework\Versions\Current\Helpers' -> 'C:\DEV\htmle\cache\0.22.3-sdk\osx64\nwjs-sdk-v0.22.3-osx-x64\nwjs.app\Contents\Versions\58.0.3029.110\nwjs Framework.framework\Helpers'
  at Error (native)

error on osx stuff, nothing built at all.

also, grunt exits straightaway. had to modify the bat file:

call grunt desktop
pause

...

tried on linux mint:

Unhandled Exception:
System.IO.DirectoryNotFoundException: Could not find a part of the path "C:\users\doh\Local Settings\Application Data\Anolis\Exceptions.log".
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
  at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0 
  at System.IO.StreamWriter..ctor (System.String path, Boolean append) [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool)
  at Anolis.Resourcer.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0 
[ERROR] FATAL UNHANDLED EXCEPTION: System.IO.DirectoryNotFoundException: Could not find a part of the path "C:\users\doh\Local Settings\Application Data\Anolis\Exceptions.log".
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean anonymous, FileOptions options) [0x00000] in <filename unknown>:0 
  at System.IO.FileStream..ctor (System.String path, FileMode mode, FileAccess access, FileShare share) [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.IO.FileStream:.ctor (string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare)
  at System.IO.StreamWriter..ctor (System.String path, Boolean append, System.Text.Encoding encoding, Int32 bufferSize) [0x00000] in <filename unknown>:0 
  at System.IO.StreamWriter..ctor (System.String path, Boolean append) [0x00000] in <filename unknown>:0 
  at (wrapper remoting-invoke-with-check) System.IO.StreamWriter:.ctor (string,bool)
  at Anolis.Resourcer.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0 
Fatal error: Error while updating the Windows icon. Wine (winehq.org) must be installed to add custom icons from Mac and Linux.

wine is installed and up to date. but there's no "anolis" dir in there indeed.

the linux build shows a grey window with 'nw.js" in black (unfinished build?)

I just experienced this. not too badly since it's less than a day off, but not funny.

"Using restricted mode will set the published date, which I would say is a bug."

better stay away from restricted mode until this is fixed.

(1 edit)

that's an intriguing question. if there's a difference regarding taxes, shouldn't that be handled properly? maybe treat as donation if the game is free with no additional download and/or the minimum is set to $0? there are a lot of these around, so that could have a huge impact on the site (also regarding the vat handled by itchio).

(edit) digging a little, it seems donations are subject to a 60% tax on my side! the other way around then: I'd have to make it an actual sale by providing something more to people who "donate"... how does it work on itchio's side?

alright, thanks for your time! :)

v25, fair enough :) is there an ETA?

pressing ESC, doesn't unlock the pointer as it should (and I'm not receiving the  pointerlockchange event I get in usual browsers). in the end as an easy workaround I'm unlocking it myself on esc and space keypresses. so that's kind of fixed for me (except the alt-f4 thing of course).

but... I have yet another problem! my canvas is a square I'm resizing to fit any window size. but while resizing the window it seems that all the metrics are wrong. my square canvas even gets squished horizontally. another thing, when the game window or the app window is minimized, a menu appears on the game window (File, Edit, View, Account, Help)...

thanks!

still no luck with v23.4.2...

about the lockpointer issue, is there something you can/should do or should I handle it from within? also on linux mint after closing the game window (alt-f4), the pointer stays hidden (not locked) in the itch app. this doesn't happen on windows10 nor macos.

I'm selling an html game (the bottomless pits of d'oh):

I've uploaded
- pod_lite.zip, playable in the browser (for free)
- pod_full.zip, downloadable for a fee

that seems to work ok from the site, but I'm facing problems with the itch app:

if I set pod_full.zip compatibility to win/osx/linux, pod_full.zip installs ok but no exe is found. I've added an .itch.toml alongside index.html:

[[actions]]
name = "play"
path = "index.html"
[[actions]]
name = "manual" <- as a test
path = "./index.html"

which seems totally ignored

if I don't set any compatibility the app installs pod_lite.zip and successfully launches the free version! an additional issue is that I'm locking the pointer in javascript and the esc key doesn't seem to work (at least in linux mint serena)

is there something else I'm supposed to do?

maybe there should be "web" besides win/osx/linux/android so that the app would launch index.html by itself?

thanks.

any news on this? a bic/iban transfer would be really neat. I have paypal (mostly) setup, but it's a another hoop. plus, all the paypal horror stories...