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goodbunnystudio

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A member registered Feb 26, 2021 · View creator page →

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This is one of the main uses of dev log posts... maybe having direct links to devlog posts show up right next to builds would make it more useful.

If I understand what you're asking, this is really up to the individual game, not something that there's a general itch.io rule about. Most of the open-source/Creative Commons licenses allow rehosting and embedding under some reasonable conditions; if a game isn't licensed under one of those, then you'd likely need to get specific permission from the game's developer.

There's no way to give developers just the permission you're talking about using the itch.io dropdown selection box. You'll have to write the permission in words yourself. If it's very important to you, you might need to consult a lawyer to get it right.

It's definitely not Creative Commons if only people who paid for it get to redistribute it. If you want to use the asset license metadata at all I think it'd have to be "All rights reserved", and then some terms on the project page to expressly grant additional permission to purchasers.

The browser version is compiled separately from the exe version. In FNF's case, HaxeFlixel is the compiler used.

That sounds allowed, but a package that doesn't depend on already having a Python interpreter installed would be a lot easier for people to play. I'd suggest looking into python-emscripten to see if you can make a browser-playable build.

I haven't used Unity, but I notice that your HTML page has the unityContainer div set to a fixed pixel width/height instead of screen-size-relative units, and this Stackoverflow thread suggests that could be the problem: https://stackoverflow.com/questions/55450290/unity-web-gl-html-container-how-to-...

Python doesn't have a built-in way to do that, but there are tools for it. Pyinstaller looks like the most recommended one right now.

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(I started typing this before Dark Dimension's reply)

I don't think there's a direct way to do this. An indirect way would be to have an in-browser "demo" that can turn into the full version if the player drags and drops a certain file, or enters a code, and then you make that file/code part of the download.

Another way to get around the local webserver problem is to package the game into an app using something like Electron. You usually barely have to modify your existing Javascript at all for that.

Since XInput superceded DirectInput, it's been hard to develop a Windows game with support for anything other than XBox-style pads, unless the developer physically owns all the different pad types they want to support and has time to individually QA them. Major publishers can budget for this, but not the smaller teams that mostly publish on itch.io.

In the case of a game like Celeste that doesn't really need analog inputs for anything, you might have more luck using keyboard-mapping software for the pad and then letting the game think you're still using the keyboard, instead of trying to get the game to notice the gamepad directly.

I don't know for sure, but it seems like popularity is connected to recent views/plays, with older views/plays having much less weight and ratings possibly not having any weight at all. 

Your zip file's subdirectory structure might not have the files in the right places. Try unzipping your zip file into a new folder locally and seeing if the files end up landing in the relative locations they're supposed to be in.

Try using your browser's development console. It varies from browser to browser a little, but it can show you what requests the page is making when you load it and you can see whether it's requesting the files you think it's requesting and whether they're coming back as 404 errors.

In Firefox, you'd open your game's iframe in its own tab, then in that tab press-control-shift-K, then the "Network" tab of the console UI that appears. I think Chrome is similar but with control-shift-J, or possibly some other combination if you happen to be on a Mac.

How are you referring to other files within the index.html? They should be relative paths, either flat within the same directory like src="spritesheet.png" or in subdirectories like src="images/spritesheet.png", and if they're in subdirectories then the zip file needs to have the same directory shape.

Did you zip the two versions with a different zip program, or different settings in the zip program? Some programs encode to UTF-8 by default so a non-ASCII character will still work, and others don't.

This seems like something I could diagnose, but not without seeing the file. Can you upload the "bad" zip file somewhere for me to look at?

Be specific, please. What do you want your license to allow people to do?

What kind of "use" do you have in mind that doesn't also involve distribution?

I think this is asking about the other way around, a link on a developer's profile that a user can use to DM the developer.

Have you looked at the "Payouts" tab on your account dashboard? That lists a few steps.

You might need to be more specific about what file you downloaded and what the problem is. Games on itch.io don't all work the same way as each other.

Not a lawyer, but doing anything potentially iffy with Tetris seems particularly risky. https://en.wikipedia.org/wiki/Tetris_Holding%2C_LLC_v._Xio_Interactive%2C_Inc. is one of the most extreme cases ever of a game publisher successfully pursuing a copyright claim.

"copyright law with regards to fangames is contingent on whether or not it is being sold" isn't true at all! Some companies have a general policy of drawing the line there, but Nintendo for example has gone after free fangames many times.

"Rate this game" only shows up when other people are looking at your game. I do see it on yours.

I think "View all" only appears after you have more than one game for people to view.

"Related games" seems to vary from game to game. It might be that it only appears when itch.io's site algorithms think they can make a good guess about what's related.

See here: https://itch.io/post/4514211

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I've found that localStorage saving is pretty stable on itch.io, at least within a single version of a game upload. It looks like Ren'Py's WebAssembly output is using IndexedDB as opposed to localStorage; I'm sure they have reasons to do that, but it doesn't play nice on itch.io, and it'd be good if they offered a configuration option to use localStorage instead.

Usually yes, but it really depends on the game. I'd suggest copying the folder first instead of moving, so if running it from D: does break something you won't have lost your saves.

Oh, that would have helped a lot with some of Suzieus's AI! A lot of conceptually "local" variables about AI state had to be object properties instead so they wouldn't get forgotten between frames of gameplay, and with coroutines a lot of them could have been real locals.

If you need some precedent for pressing jump again in midair doing something different, think of Sonic the Hedgehog's "homing attack" from any game where he has that.

Excellent graphics and sound!

Following up on your reply to Misterm about dashing, I see a way it could work: if you treated air-dash and ground-dash as two separate moves, you could map air-dash to pressing jump again in midair and separately map ground-dash to a double direction tap. Having four action buttons to manage can get in the way of the game flow on a keyboard.

There's most of a viable game here. Visible HP bars, and less HP on the non-boss enemies/bullets, could add a lot.

The door to the third boss is particularly glitchy: I got stuck inside it and couldn't move one time, and another time the boss moved offscreen through the door and never came back.

Interesting puzzle bosses. I don't think I'd have solved the snake if I hadn't read other comments.

The graphics convey a consistent retro-90s aesthetic. If that's intentional, it's an uncommon choice and an interesting one!

An original concept that seems like it could carry a full game with more complex boss patterns and some platforms. The always-circlestrafe automatic camera was a good choice. Once I lowered my resolution enough to get a decent framerate, it didn't seem "broken" like the title screen warned at all.

The graphics show promise.
It seems like the time between a pre-attack warning and the attack is sometimes too short to meaningfully react. If dodging could cancel out of an in-progress sword swing, it would be more consistently possible to react to the warnings. I couldn't get past the first boss.

Good music, some nice pixel art. Explosion timing and collision detection need a lot more polishing.

Very creative concept! Switching cars with different stats GTA-style in the middle of a sidescrolling chase is an interesting application of "self-destruction".

In addition to the keyboard bug verysoftwares mentioned, one time I hit a bug where the helicopter's attack sound effect never stopped and every vehicle I saw instantly exploded even though there wasn't an attack visible. Also, I once got both a game-over screen and a win screen together, maybe because I was doing just the right amount of damage to the helicopter at the same moment it reached the bridge.

The only Windows machine I have available has a really old GPU and Unreal Engine 4 gives me a "DX11 feature level 10.0 is required to run the engine." error. That's not your fault, so I'll just leave this game unrated.

Addictive and stylish! 

However, I think not being able to retry the same boss is a significant flaw. I'm sure every version of the fourth boss has some solvable pattern, but since you need to fight three other bosses before retrying and you might get a different version the next time, there's no good way to learn what the pattern is! I think I understand why Survivor and Hunter are balanced the way they are, and they seem like well-designed modes, but adding another more casual play mode with same-boss retries would make the game easier to get into.