If your web RPG maker project is over 1000 files the solution is to make it a downloadable project.
Arekku
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Most likely the 20-80 rule is in effect. The top 20% earns 80% of the revenue while the remaining 80% will have to share the remaining 20% of the revenue.
Some of it is luck, but the games that are successful tends to have good marketing.
Marketing does not mean advertisements though. Rather it means market segmentation, find your niche and appeal to it. Build and interact with the community to generate hype. Make a game that is good enough.
The better mousetrap fallacy is in full effect, you can make the best game there is, but if no one knows about it what's the point? But shotgun advertisement is a very bad way to build awareness. You want to target your marketing efforts to your core audience. If your game can have a playable demo it should have one.
You seemed to have missed do not use unrelated tags or classifications, avoid using shock images, loud noises, flashing imagery, or obnoxious material and adult content must be labeled.
You are clearly not arguing in good faith in this thread.
As this thread keeps going it becomes more and more obvious that you are not interested in taking in any new information and would prefer to remain willfully ignorant.
A moderator could therefore decide to archive this thread under the "No flaming, trolling, spamming, or other disruptive behavior" rule. Or no rule at all because we all know we can't hold them accountable and no one use going to mind.
Happy to help.
Itch.io is a website to upload your own games, not games created by third parties like BreakAway Games, Maxim Karpenko and House House.
This Halloween, I am proud to announce that with the help of the panic monster, I managed to defeat my perfectionism and actually publish a game.
The game in question is an escape room. If you are unfamiliar with the genre it is a puzzle game that revolves around finding keys and solving puzzles so you can make your way out of the room before "bad stuff" happens.
The game should not require any esoteric knowledge making it accessible. A pen and paper might come in handy though.
Most likely you got deindexed for violating the Adult content must be labeled rule.
Stop letting your ahamkara control you.
Here's some CBT questions that I've found very helpful:
- What alternative ways are there of viewing this situation?
- Are there any thinking errors in the initial thoughts? If so what might be an alternative balanced thought?
- What does the evidence suggest? What evidence shows the automatic thought is true or not? What does the evidence say about the alternative thoughts?
- If xxx was in the situation and had this thought, what would I tell him? What would they tell me?
- What experiences have I had that show this thought isn't true all the time?
- Five years from now, if I look back at this situation, how will I view it?
- What's the effect of my believing the automatic thought? What could be the effect of changing my thinking?
"Rpg Maker"
There's your problem m8. You wouldn't be having these problems* if you were using Unreal Engine. Or Unity but that thing has a bad rep nowadays.
For UE, tiles can be any size, probably in Unity as well.
*Instead you'd have completely different problems, like conditioning the sprite sheet and paper2d.
Before asking for a refund it is customary to ask the author to amend his product.
Make it clear how the product does not match the description and give him the opportunity to correct.
As of now the page claims:
"It includes a 24 x 24px tileset, a cliff, 3 types of tress and animated waterfall."
Nothing about RPG maker.
The best method would be using butler which allows incremental patching and access to any previous version from the app.
For instance you can look at my game here
https://arekku.itch.io/foxes-and-cows
The download reads "Version 17" which means there are 17 versions you can download through the app by selecting which version you want.
Yes, without that you get an error during compile.
https://docs.unrealengine.com/4.26/en-US/SharingAndReleasing/Linux/GettingStarte...
As you can see, documentation is extremely sparse.
The vast majority of games on the site is below 1 GB. Keeping your game below 1 GB can be hard at times, which is why butler allows you a size limit of 2 GB. If this still isn't enough you can ask support to increase your limit to 4 GB. 4 GB is a lot for an indie game.
The site is very generous to offer this much space without asking for anything in return.
The only people who appear to have an issue with the 4 GB size limit are making yet another Ren'Py prerendered 3D debauchery visual novel, taking no responsibility for the resulting file size and relying on others to solve that problem for them, most commonly megaupload.
So in a way, the upload limit is what keeps itch.io from becoming a den of degeneracy.
I develop with the assumption that I will never recoup the investment and as such celebrate every single donation.
Most of the games on this site never recoup the initial investment, while a few lucky ones are very successful. You see all the successful ones due to survivor bias, but you do not see all the games that fail.
It's not BS. There is a size limit and if you are above it you cannot upload.
Your options in this case is to:
- Ask support to increase your upload limit, which they may or may not do depending on criteria we do not know.
- Use less space
- Use a third party upload site
The file size limits are, as of last time I checked:
Standard web | 1 GB |
Butler | 2 GB |
Standard Increase | 4 GB |
Non standard increase | 5+ GB |
The standard increase is given to anyone that asks for it, the criteria for the non standard increase is unknown but believed to be difficult and being granted one is a privilege that should not be taken for granted.