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Can ------butler Be used to maintain an asset library?

A topic by iamoneabe created Jan 23, 2020 Views: 604 Replies: 4
Viewing posts 1 to 3
(+1)

Hi,


 I am in the process of adding my first asset on itch store (?) - I think.. It would be a donation thing. Like, free for everyone but donations appreciated. The library itself would be a collection of music and sounds that I constantly add to grow the library. I'm interested in the idea of maintaining the library with butler but it seems it's asking for things like channel name and wharf game name (or something?) If an asset library can be maintained with butler, what would the "workflow" look like? Thanks in advance for any help on the matter.


Aron (iamoneabe)

Admin(+2)

Butler can be used to maintain an asset library! If you’re uploading an archive of files that is mostly unchanged then butler can detect it and only upload the changes.

Regarding the end users, the app currently isn’t ideal for people who want to download assets, but we’re working on improving that for a future update. For those downloading from the browser, they’ll have to download the entire zip file when they want to get the latest version.

The workflow would be the same as a game. Since your files are platform agnostic, you would only need one channel (but you’re welcome to create more if you want to organize different archives)

Hope that helps

So, first create a project?

:check: https://iamoneabe.itch.io/sonic-eternity-project

and then what? Push from command-line with butler like butler push . iamoneabe/sonic-eternity-project:something

What would the channel name be? What does'channel' mean in this case? The files that are on the project now, I uploaded via the HTML form, but I would like to "update the source" with butler.

Admin

The channel is a name you can choose to represent something that can be downloaded. You re-use the channel name when pushing an update so you can update that particular download

I see that you have uploaded individually a bunch of wav files. I recommend that you use butler to upload an entire directory and it will create an archive automatically for all the files within as a single zip file.

Hope that helps

(2 edits) (+1)

So, what should the first push look like? I mean, if a channel name is a name for a downloadable item but it's also required for butler to push.. How do you create a channel name? Is channel name the right word to describe type of downloadable asset? Or maybe I misunderstood..

[EDIT]

Now it makes sense.. First push succesfully done! So, "channel name" means type of item/asset in your package (repository) So, you're not maintaining a single project but several assets inside a project. This enables people to msintain a project that has executables, soundtrack and other project file types. Maybe it's just me but I didn't realize "channel name" (makes me smile, that one. Channel name, really? I'd love to see the discussion board that came up with naming convention xD) refers to the dropdown list that you use to define the type of your asset on the upload form. I'll refer to "channel name" as "type" from now on..

So, pushing to soundtrack "type" creates a zip file of all the files pushed. The types are: soundtrack, source-code, book, video, documentation, mod, 'graphical-assets', 'audio-assets' and 'other' if the type is an executable the types are prefixed 'win' or 'windows', 'mac' or 'osx', 'linux' or'android' for each platform respectively https://itch.io/docs/butler/pushing.html#channel-names 

I think, the thing that misled me, was the term "channel name" - if it was asset type, I think I would have got it. Though the commandline tool could refer to this "channel name" page as the channel naming convention is set to these keywords and it's not something that you, yourself create - as I initially thought.


Thanks to leafo for taking the time to help me with my dumb questions :D


Aron (iamoneabe)

Admin moved this topic to butler