Hey, did you ever get around to this?
tinspin
Creator of
Recent community posts
So to make the files I thought I'll use my Raspberry:
1) Complained about librosa (100MB)
2) Complained about llvm (250MB)
3) Complained about llvm version (500MB)
Ok, devs... I think it's time to stop over engineering?
Then it ended in this error:
Could not find a `llvm-config` binary.
LLVM_CONFIG=llvm-config-16
Building llvmlite requires LLVM 14, got '16.0.6'
Raspberry only has 13 and 16...
I give up... devs you win the over engineering contest I'm moving to live in a cave in the forest. See ya!
If you had read my other comments here you would not be asking these questions. A badge that makes sure users feel safer and hackers have to use a real name card on itch and spend money and wait, to successfully spread malware. It does not hurt newcomers by blocking them, but newcomers have to buy into getting the badge; it makes old users more trustworthy as they should be.
Sandboxing is the solution if you think the browser is a solution, and it ain't looking good I tell ya. Java had sandboxing for 30 years nobody used it, outside of applets, except me; not even Minecraft modders. So I'm making my own JVM to fix that since Oracle foolishly removed the sandbox in the latest Java version... in the meantime we have to embrace native (or close to native performance/featured VMs like Java/C#, js can't do efficient memory sharing between threads without copying f.ex.) because of power usage: Linux on ARM is the only viable platform long term and until we get a better sandbox than V8 (even with WASM) that will not work.
Time is trust, you want to remove the breaks to go faster. That's an accident waiting to happen.
That is a question for Visa/Mastercard/Governements. if the card API says "this name is a legal person and not some prepaid card" itch has to trust it... Good luck to hackers crating multiple fake cards and spending $100 to get a gold badge and trick 5 people!
Its actually very simple to promote real persons over hackers... account activity over 5 years with 100+ downloads, Commenting on the forum replying with non AI answers. Etc. Filing VAT paperwork. Taking out money to an account that matches your card name and is not flagged as criminal. etc etc etc forever.
But when you use your card, itch gets your real name. How can they exploit that, creating fake real people? Visa/Mastercard do not have safequards against that?
I meant 2FA as additional protection against someone getting access to your acount after you have been verified.
So maybe gold badge would be verfied card + 2FA, silver = verified card, bronze = 2FA?
OR gold = $100+ purchases, silver $50+, bronze $10+? That way it's really expensive for hackers to cheat.
We need more trust on itch, because steam signs the executable people blindly trust that platform.
One cheap and effective way would be to add a verified badge to profiles that made a purchase with a card in their own legal name.
That way if someone uploads a virus itch can send the real identity to the police in that country. Not that the police cares but you know for a trust boost as now anyone can create a profile without buying anything and host viruses on the platform?
Of course this means you have to be really careful of not getting hacked AND maybe some sort of 2FA would be good?
Itch just has to require one payment on the itch account, that way someone signs a virus they have an address to give the authorities and it becomes the card/banks problem.
Thinking about this more, itch should absolutely make a verified badge for all accounts that made a purchase with a card in their proper name. That way you can trust the download!!!
I'm proposing it... it's a no brainer!!!
Press windows button then type cmd and press enter.
Then cd to the FarSky folder and run:
java -Djava.library.path=native\windows -classpath "farsky.jar;lib\jogg-0.0.7.jar;lib\jorbis-0.0.15.jar;lib\lwjgl.jar;lib\lwjgl_util.jar;lib\slick-util.jar" game.Main
Should work on mac/linux too but you have to replace the native path and \ with /... To the creator: you can make a .jar that contains all assets and works on all platforms without problems in like 5 minutes also please add ARM?
I'm making a MMO and I need recurring revenue, my solution now is to explain the price is per year in the text.
But I think we can avoid many problems by adding /year in the price tag.
I don't want/need automatic recurring billing because it's convoluted and complex but will handle the recurring stuff myself.
Allows me to switch/mix platforms etc.
I think 8x8 is much more valuable for us retro hardware game makers.
Specially 1-bit! We can work around that on two of your paid packs for some part, but a free 8x8 1-bit pack would make a complete "open" C64 development kit possible!
What are the redistribution terms of the Underbase/MiniAdventures packs? If one bundles them as C64 chars/sprites? I guess that is too easily reversed!
Without recurring payments you are relying on eternal growth to fund your project (= population growth, kids being born now have to buy Minecraft in 5-10 years or Mojang WILL fail; and that is neither sustainable nor moral).
I'm not looking forward to the "after one year expiration of playtime" for my MMOs, so that's why I need to give them an option to choose so they can't say they didn't know.
The problem is institutionalized in how all printed money works, only way out is to make the problem obvious across everything in society as soon as possible as the fall will be from much higher if we wait.
The actual pricing I have to go with is only because of Visa/Mastercard fees. But $1/month (non metered) and $1/day (metered) in $10 transactions sounds fine to me at first glance.
Collecting is easy as you can purchase games more than once and validate purchases through the API.
An MMO with recurring revenue is not a DRM and much better than in-game purchases, but yes I will be validating the account has purchased the game with the API so you wont be able to pirate the game.
indivdiually priced files?
So apparently the "Buy Now" still appears after you bought the game, which is odd, but allows me to do this.
Now I'm thinking 2 models:
- $10/year as subscription like.
- $10 for 10 days of game time.
That way those that are unsure how they will like the game can get "credits" that don't expire.
It will be odd to try and explain these models as they will be unique to my games.
Hopefully I wont get flagged for wanting recurring payment for a MMO that has recurring costs.
https://itch.io/t/1820908/feature-request-recurringsubscription-billing#post-511...
So I guess that idea didn't get prioritized, but I was thinking if you can buy a game multiple times you can manage the recurring payment manually?
Would it become a problem if you enabled a user to be able to buy the same game multiple times and we handle the timing from the API?




