Thanks, please give me feedback. (I've been stagnating on the development of SCP Clicker for quite a long time.)
Recent community posts
I don't know if I will have anything for this game jam in particular, but I do want to shamelessly advertise the fact that I do have two SCP-inspired games available for download.
- SCP Clicker is an alpha-stage idle/clicker game where you must balance the desire for research with keeping enough money to run the SCP Foundation and keeping danger low so as to not have the world destroyed.
- The Foundation Falls is a prototype currently based on SCP-3032 "Ballistic Trees". If work is continued, it would be a real-time strategy game based around defending against and managing several SCPs at once, with the goal to be survive as long as possible - but the game would be designed to be unwinnable. You can only last so long, before the Foundation falls.
Version 3.0.0 just released!
- Rewritten so that usage is simpler (like a regular module instead of requiring you to manage threads and channels yourself).
- HTTPS support using libcurl and luajit-request.
- Using Itch.io's new API endpoint. Super up-to-date! :P
Even in my usage of butler, I've actually never seen an image like that while editing a game. o.O Perhaps because I haven't done web uploads with it? To be honest I find your confusion with the channel names mystifying because it was obvious to me, but if one person has difficulty with it, there's likely to be more, so I agree the docs should be modified.
As for the error you encountered, you really should point that out to the Itch.io team because that's probably something they need to look into. Glad it's fixed for you now though. ^^
Thank you, and while I won't be using it, I do suggest you do some advertising for your package because it does look good. (I don't use Unity at this time, which is the primary reason I wasn't interested in it.)
Like I said, version 1 when completed is going to be fairly closely aping GameJolt's API, but I'm glad you introduced me to GameSparks, I'll be looking there for inspiration as well. ^^ (I'll also post back to you when it becomes available if you'd like, so you can see if it is useful to you or not.)
Ignoring the extremely passive aggressive language for a moment, I see where you were misled by my post, but I was purely looking for thoughts from developers about what they would want with such a system. Excuse me for being a little annoyed by what looked like a thoughtless marketing shill for a moment..
I am not familiar with Sparks, are you referring to GameSparks?
You make up whatever names you want when using butler. Once you have pushed the first build with butler, they will show up on the edit page for a game.
Ask away, and I will answer what I can. I can also look into getting Amos / Leafo to look into changing the wording of the docs to be a little easier to understand if I can think of a better way to word it.
I'm not exactly sure how I'd prove it to you except perhaps to link to my Steam, which mentions my YouTube channel and website, which both have links to my Itch.io profile, and some other stuff.. I have pretty consistent claim over this username, haha. I could also give you my email address (which is also listed here).
Trying to understand, are the files' data actually in the ZIP multiple times? Or just the path listing? If the files are actually duplicated, I would say to reject these because they are potentially adding a lot of duplicated data, but if not, no problem.
Then again, your system takes care of such an issue with how it handles compression anyhow, does it not?
I was about to say there's literally a hide button on uploaded files, but I just realized it's "Hide this file and prevent it from being downloaded" which destroys the usefulness for you. :/
Why does it require the Itch app? Can you make it not require the Itch app?
As Amos showed above:
butler push folder user/game:channel
A channel is just a name for you to use to distinguish between different files offered on a game. So for example, I always upload a ZIP file for Windows, for Mac OS, and for Linux. So I use channels named "windows", "macos", and "linux" to keep track of which one is which.
Why not put this in an attached community for your game, and then you can link to it from your game's description? This would also allow people to comment and ask questions, or suggest tips or whatever.
I feel like you misunderstood my statements. The problem is nothing in video games seems autism unfriendly, so how do I make something autism friendly when as far as I see, all games are equally so? Perhaps the issue is that I only have experience with mild autism and more severe autism makes a more noticeable difference, but what is that difference?
I was primarily curious if the realm of sci-fi interested you, and would be asking for ideas and details after the main stuff is more fleshed out. Honestly I probably shouldn't have even said something as the idea in question is so early in development I still don't have anything playable, yet alone needing the lore.
Tl;dr: I am working on a procedurally generated galaxy that will mostly contain this generated content, but will be mixed with more carefully curated content as I finish developing the core systems. Basically, I want it to build itself reliably first, and then I will spice up what it creates on its own with hidden gems / special stuff later.
I think I've either submitted an issue relating to this or commented on one. Essentially a lot of people see "name your price" and think it is required.
I think rather than having a form in the page, having two buttons "Download" and "Donate" which open the downloads directly and the standard donate form would be a nice option.
What do you think of writing lore for a sci-fi universe? I'm in early stages of development, but might come back later with more specific ideas. Just curious right now if that area interests you?
If you haven't heard of Game Jolt, go look up their API real quick. That's what I'm inspired by right now, but I want to make a service that doesn't require going through adding your game to their market to allow you to take advantage of it.
So right now I'm copying their API and developing my own system to essentially strip as many requirements as I can between you using the API and having to sign up for or set up anything on a website.
My question here is what features would you like to see in such a thing or differing from how they do it? For example, I'm going to make it possible to have "guest accounts" so that users don't have to sign up for an account to have trophies. And games don't have to be registered before you can use the API. Just call with an ID that hasn't been used already and the API will give you access under that name.
(My core thought process behind this comes from my recent participation in the weekly One Hour Game Jam, where I don't have time to sign up for a site if I want to use their API in my game.)
The latest idea that I randomly encountered was a 2d mechanic simulator. There's a series of mechanic simulator games that have a basic concept of taking apart cars and refurbishing them, and I thought it'd be fun to make an even more simplified version.
Unfortunately, I have too many other things to do right now to seriously put effort in it.
Haha, that is very relevant to me. I have started on a concept like that many times, but stopped very quickly without knowing where to go.
Most recently, I've started a 2d Elite-inspired idea. I'm still working on procedurally generating the galaxy.
Having accessible source code offers surprisingly little downturn in sales, because only the technically minded will even care. The only real caution is someone else deciding to sell binaries, which would be allowed under MIT license, and them undercutting your prices or offering a more enticing package (either by lying or just having a nice presentation).