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A member registered Dec 03, 2015 · View creator page →


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You could also try hitting up deviantart, the conceptart.org forums, or cgsociety, to name a few. Another approach could be to hit up other game dev forums like Tigsource.

As far as i'm aware itch.io does not have any sort of exclusivity deal, much like Steam, indiedb, etc. uPlay/Origin/Consoles might though.
Tools have a tendancy to never really die, so much as become niche. There's already been some chatter about preservation and renewed interest in emulators since the announcement, even a petition for flash to be open sourced. Like leafo said, its probably going to linger for quite some time.
This is the general itch.io forum so people won't likely know to which of the many games your referring, though your post history suggests My Little Blacksmith Shop. Their community forums are over [yonder] if thats the case.
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There are a few packages around for Python, such as Kivy, Brython, etc. C++ is also pretty good, you can check out this thread for a rundown on some options. You could also give Unity a look.

Ah, fair enough.

As has been mentioned, there's no easy way to go about building a web application like that without rewriting it. Is there a particular reason it has to be a web application as opposed to a downloadable exe?

Dealing with copyright issues over music can be a hassle in the long run thats relatively easy to avoid. There's no shortage of CC music around like from the Big List of Free Sounds here or one of the many random music generators floating around the net, just be sure to read and the licensing terms (attribution, etc). If at some point you want some custom tracks you can also ask around for rates from the various musicians floating around here.

Pixeljoint and CG Society are also good places to lurk for art techniques and guides. For Game Design, you could also checkout Gamasutra, Tigsource is another place where indie devs hang out.

Maybe. There are a couple of possible solutions available that could let you emulate and run windows applications, such as Wine, Virtual Machines, or remote desktop to another PC, though it may depend on your chromebooks chipset (ARM vs Intel). You can read up on it a bit further [here] and [here].

The first step would be to download and install Python [here], along with another good tutorial [Learn Python The Hard Way]. I'll also second the Pyglet library once you have a better grasp of the fundamentals. If you have any questions along the way, feel free to ask.

Out of curiosity, which engines/frameworks are you referring?

Hm.. I'm not sure about mentoring perse, but I can offer some advice and answer any questions you may have if that suffices.

As a general rule of thumb, recommendations on where to start will vary wildly depending on who you ask. I typically recommend [Python], as its easy to learn, powerful, versatile, and has lots of documentation and support. [Learn Python The Hard Way] can help familiarize you with the language, after that there are a number of API's you can move towards, such as [Pyglet] for graphics/audio/controllers/etc. among others. A few other places to check out would be [Tigsource] which is a community of independant developers, and [Gamasutra] which focuses more on the business and industry of game development.

Its up to you if you want to persue accessibility or not, heh. If it helps any I think the IF engine Inform 7 is accessible with NVDA, although i'm sure there may be others, maybe renpy. Worst case you can just download NVDA and test it with whichever application your using. Either way, good luck with your project. ;)

Interesting, but pretty bare bones so far. It'll be intriguing to see how you handle navigating the world environment, maybe picking between X paths or trails, etc. You could try mining BBS games like Legend of the Red Dragon (you can play it online) or Usurper for ideas on that, maybe some roguelikes.

Depending on how far you want to go with it I think people over in the Blind Gaming Community may be interested in something like this, they prefer keyboard shortcuts though and Clickteam Fusion (or at least your prototype) doesn't seem to play nice with screen readers like NVDA picking up the text on screen, so you'd maybe have to use a different toolkit or build in TTS engine.

What version of windows are you running? If windows update is causing issues, its may still be possible to download an available service pack with the required updates and manually install them.

Hmm, its looking like this may not be something thats isolated to Aven Colony, but appears to be an issue with Microsoft VC++ 2015 that effects many other games as well. There's a thread here on Steam you can check out that seems to offer a few suggestions and solutions, one being that you may not have the required system updates to be able to properly install MSVC++ 2015 redistributable.

Hm, i'm not sure how well that will go down. I've heard Nintendo's lawyers came out with the DMCA's because gamejolt expanded into a market place where games (which may have heavy inspiration/rip off copyrighted works) could be sold and/or get ad-revenue, either to the creators of gamejolt itself [link]. Really they tend to be pretty touchy when it comes to their IP, especially if money gets anywhere near it. I guess only time will tell though.
itch.io Community » itch.io · Posted in hi!

Welcome aboard, heh. ;)

Not sure, but there's a description of its behavior and methodology here. It seems to suggest that it will also populate system files and spread non-malicious files in various folder's as part of its payload, so the games could be collateral damage rather than the source. Typical vectors seem to be spam email attachments, social media links, and third party software. Its not impossible that some element of the games or their installation could have been a vector, one way to make sure may be to thoroughly purge the trojan and reinstall the games in question, then run another sweep to see if infection reoccured.

That's.. not exactly a nice thing to say to otherwise polite feedback. Sure it may seem obvious, but people don't know what your thinking, planning, or already know, and are only trying to help.

Having said that, i've played your little Demo and found the collision, movement, and animations to be pretty smooth and responsive. Like Michael said I didn't see much in the way of a story, but considering its an early Demo i'm sure you may already have something planned. For idea's, maybe you could add water currents that push/pull the player around? You could also try mining other games for idea's, like the underwater level's of Super Mario, or Pixels ikachan.

Is your Demo going to have just the one level to demonstrate gameplay, or are you considering adding a few extra? Overall I'd say its a good step towards a solid game.

Unlike Kodu, Scratch, or GameMaker, Python doesn't have any straightforward graphics or mouse/keyboard handling built in. In order to handle things like that you'd need to install a 3rd party library like Pyglet (there's a Beginners Guide here) or Pygame. There are also a few pre-built engines that use Python though like Panda3D, or Blender which comes with modelling and rigging tool's for making 3D models, although the learning curve on it can be pretty steep. Though not related to Python, the Unity3D Engine is also a popular choice among developers.

I'll be off the grid for a few days, but the important thing in all this is to find a platform you feel comfortable with and go from there, be it GameMaker, Unity3D, Python, or whatever else. Feel free to experiment and have some fun. ^^

Hm, it's a bit misleading but you don't actually need a verification Email or account to download GameMaker. From the main YoYoGames website, click on Get GameMaker, then click on the Free Download button on the next page. It will then take you to a page prompting you to make an account, ignore that and scroll to the very bottom of the screen, there you should see some underlined categories like "GameMaker", "Download", "Support", etc. Under the "Download" category click "GameMaker: Studio" and it should give you the download for the installer. For convience, here's a direct link to the download [link].

I don't have a great deal of experience with GameMaker compared to Python so I may not be able to offer much help, though I have found a few tutorials for making First Person Shooters that may prove useful. If on the other hand you want to try Python you can read Learn Python the Hard Way, it has a similar syntax and format to Scratch and serves as a good gateway to other lower level languages. There's also an open source Minecraft Clone written with Python and Pyglet over here.

Normally this sort of thing requires you to know a programming language, or at least have an understanding of programming logic. I do have a few recommendations however that may help. If you have absolutely no understanding of programming logic I suggest you try playing LightBot, its a great little game that introduces players to the concepts of programming. From there you can move on to Kodu which provides a number of easily assembled logic blocks you can use to make a shooter style game.

If your interested in further learning after that there are a number of other resources available though opinions and tastes vary on which tools people recommend, such as Scratch, Game Maker, and Python, among others. If you have any further questions, feel free to ask.

I believe it more or less means that when someone buys one of your games/products, you have to wait 7 days before you can collect the payment from itch.io.
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Hmm, there are a few. There's Outpost 2: Divided Destiny, the WarWinds series, Offworld Trading Company, PlanetBase, Duskers, maybe Space Colony? You could also include Dungeon Keeper/War for the Overworld in there too. There's also the 7dRTS Ludum Dare entrants from a few years back to see what they came up with.

Ah, I see what you mean, but would that not depend on your choosing for itch.io to collect payments on your behalf over direct payments? Still I guess the language is a little mixed on that, I had assumed that the percentage revenue share was subtracted at point of sale (which it may well be with direct payments), and that it would be the same for payments collected by itch.io with profit share subtracted at point of sale, not at the point of payout.

Making that clearer as an official feature at least I think wouldn't be a bad thing (like a more explicit revenue share slider on the payout screen as opposed to only in settings, or at least a better description that you can do that), and there still could be room for a similar feature with direct payments.

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Spam and exploit attempts are bound to rise given the sites increasing popularity, in the long term this will likely become more of an issue . The only thing I would add to this suggestion would be to also include Audio Captcha's for the visually impared, there have been a few instances where they've been excluded because no method for hearing a captcha was implemented.

Something else to consider though is that there have been some groups, operating out of India for example, that pay people to bypass captcha's to post spam. I beleive tigsource also uses a series of community questions to thwart drive-by posters who don't at least spend a little time getting familiar with the indie scene and the community.

As a developer, I'm not always sure how much to give to itch.io. Will my game sell well? Or will it tank? I don't really know, but what if I set it low and it goes viral? I could make a lot of money! But I may not be able to set the % to itch.io for a bit, or know exactly when to. That could mean I get a lot of money, but itch.io could get little after the fact, even if I set it after, theres no guarentee that sales will continue (again making setting the % uncertain).

So I got to thinking, what about a scaling price cut feature based on sales revenue?

For example, lets say I set the itch.io cut to 10%, and set a scaling threshold at 1000$. So if I get less than 100$ in sales, itch.io would get nothing (or 1%), but for every 100$ in sales itch.io's cut increases by 1%, up to a maximum of 10% beyond the threshold of 1000$ in sales. This way, if I get very poor sales, then itch.io wouldn't get much, but if I get a lot of sales, it would automatically scale to give itch.io a better representative cut. This could also potentially be determined by total sales per week, month, or total sales in general.

This might help developers be more comfortable giving itch.io a cut of sales, since they don't know whether a title may do unexpectedly well or not. It could give them the opportunity to plan ahead should it unexpectedly turn a profit and want to share the resulting revenue accordingly.

Something to think about, heh.

There are a number of interesting things about Rats such as their need to chew (as their teeth continue to grow). They are constantly gnawing on things and can chew through a wide variety of things such as bone, wood, cinder blocks, lead pipes (not steel plating though), etc. Maybe you could have a Bite ability as a melee attack, but also as a way to dig through certain terrain/obsticals? There's also their keen sense of smell, which can so sensative as to detect Landmines and even diagnose tuberculosis. They can also purportedly carry and transmit a number of diseases, such as bubonic plague, lassa fever, leptospirosis, Hantavirus, etc.

If your going for some anthropomorphising, you could also try mining some other works for idea's, such as The Secret of Nim, The Redwall Novels, The Tale of Despereaux, the rats in Dishonored, etc.

Heh, I can sympathize. I seem to remember they built a custom proc-gen editor to build it though which they called ".werkkzeug", the latest being ".werkkzeug3". I think some versions were released to the public, it's probably still floating around the net somewhere.

There are as many ways to go about procedural generation as there are potential random variable outcomes, it depends on the parameters and needs of the user. There's a pretty extensive resource thread on the subject on tigsource here that people may find interesting.

I also found the .kkrieger demo really facinating for what they managed to accomplish.

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"If its legal" is a bit of a misnomer in some cases, as different countries have varying laws and guidelines for (fictional) material. A good general rule of thumb however is to strictly avoid anything involving anyone under the age of 18, or anything that may appear to be under the age of 18 (so sexy time with a 100 year old vampire child still counts as a faux pas). You may also want to avoid extremely graphic and/or violent sexual content (IE: Explicit rape, sexual torture, etc).

Hm, well guess that answers that. I know the answer may seem like a canned corporate spiel, but when your a company of that size formality matters. Ultimately though, I'd still call it a success, itch.io caught them off guard and gave them something to think about, and from the sounds of it they weren't entirely put off the idea. All thats left now is to keep making itch.io awesome and see what the future holds.

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I'm not sure if its a joke or not either, but its definitely giving off a strong impression it is:

-Achievements for arranging your content and downloading as many games as you can
-Integration with matchmaking to find the libraries of other gamers that share your interests
-Microtransaction integration so you can directly support the creators you love and buy unlockable hats

The "Reverse Sales" seemed like an April Fools but its an actual feature thats here to stay..? And, I mean, its not like those are terrible ideas. Either way this (or something like it) was discussed earlier around here.

The general idea was that because itch.io has more Linux games available than any other platform and because SteamOS is attempting to establish linux gaming as "a thing", we could pool our resources and make the itch.io app compatible with SteamOS to double its available library and give dev's a backdoor to Steam. Steam may appreciate having a less strict venue available on the platform to boost available content, because one of the things hurting SteamOS a lot right now is Steams exclusivity, having to vett all the available games is making it difficult for them to build up a decent library, but by having a second platform with less strict requirements it can help populate it with new content at a more rapid pace and give it more momentum.

I'm not sure about the exact details, but its not quite as unorthodox as you might imagine. For example you can already buy games that require you to use third party platform's like Origin for example. I would assume that legal requirements wise, if someone uses the itch.io App they would be subject to itch.io's term's and conditions, not Steams, as any purchases made through itch.io wouldn't get added to your steam library. Hm, wonder if they'd want a cut of each sale..

Aye, I suppose we could all do with abit more activity here, heh. Too bad i'm not much of a socialite. :p

Anyway, this tracks nice, it has a nice mellow vibe to it. Good job.

Thanks for sharing the tracks, though it might be better to put them in a single thread and post updates to it as needed. Or I could add "jalastram.itch.io" to the Big List of Free Sounds if you like.

I could think of a few reasons, a unique marketting angle being one. It might have some interesting effects on consumer behavior, most people wait for a sale to go on to get a game cheap, this would basically be the same in reverse so consumers would wait for the game to go back to "normal" presumably. If nothing else its seems like an interesting little experiment.

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Well, you can't stand out by just following what big companies are capable to offer better.

True, but thats not necessarily the main reason I mention the idea. There are doubts about whether or not SteamOS and linux gaming in general will get anywhere compared to mainstream windows gaming, if it doesn't gain enough momentum hardware manufacturer's may lose interest and let their drivers lapse again. Getting a boost of double the library would inject a much needed sense of progress and legitimacy. In other words rather than dividing the market further, we could pool our resources to try and increase the odds of generating a successful linux market.

Anyway, having an ItchOS doesn't mean that the main app couldn't work into steam as non-steam app.

And vice versa. I'm not saying don't make ItchOS, only that we have the Itch.io App right now and building roads into SteamOS could prove beneficial for both parties. I think there's a strong argument for ItchOS, not just because the linux library is larger on Itch, but because it could provide a DRM free alternative to SteamOS, be more developer accessible, add some useful features like USB live sessions out of the box, have lower spec targets and builds, and include accessibility for the disabled beyond what Steam is capable or willing to offer.

Maybe. RaspPi's are both cheap and ubiquitous making them ideal for cheap fun gaming, have static hardware spec's making them easy to target, and that an increasing legion of games fall under "retro" these days. I mean, there's a list that includes titles like Quake 3, Jedi Academy, Tyrian, Cave Story, etc. There may be a lot of untapped potential there, maybe a separate ItchOS distro to serve as a RaspPi game hub/store front?

Hm, some merit to the idea. Browsing the listings of a few sites it seems that Itch.io has more linux games available than any other platform:

itch.io: 3796
SteamOS: 3530
GOG.com: 1350
Desura: 755

Still, even though its not straight forward to include non-steam games into SteamOS it can still run them, and its getting some very active driver/tech support. At this point it might be a better idea to make the Itch.io App compatible with SteamOS to more easily load itch.io/non-steam linux games than to build an entirely new OS, Steam might love the idea of giving SteamOS users access to additional content (or not), and potentially this would give itch.io developers a backdoor into Steam land.