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Alaskan Druid

17
Posts
3
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1
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17
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A member registered Mar 15, 2024

Recent community posts

thank you for your help :)

Hello, for credits in my game.. uhhh, what name should I use? Final Boss Blues? Something else? I want to make sure I credit properly :)

Also, aah, is there a UI pack you recommend for Time Elements?

aaaaaaahhhhhh! That makes sense. That would help pave the way for settings, mods, and themes. Thank you for your help.

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Hmm, I do not see a section on that page for excluding subfolders from getting overwritten. The closest I can guess is the following:

[[actions]] 
name = "Open mods folder" 
path = "mods/"

However, I couldn't find any action or keywords to mark what should and shouldn't be updated. Is the above what you are talking about?


(edit)

Ah, that 2nd link is only for ignoring files when pushing a build. Not on the receiving end, unfortunately. I may have to submit a github issue to see if there is a way for this. (or just use my workaround of the <mydocs>

Thanks for the info. I thought I hit reply the other day... but I guess I didn't. 

It seems like itch erases everything on each new game update, so I need to store the game settings somewhere outside of the itch folder any how. :( So for Itch game installations, I may have to create a <mydocs>/<game>/Itch/Addons folder for stuff to be stored that won't get lost on each new game update. That would then require the users to use Curse or some such third party mod hosting/client for mods/themes/etc. 

Thanks for the info! I definitely have some things to think about.

404 - page not found for listening to the sounds.

Basically, I am checking to see if I am missing something here. For instance, I want to add the ability for users to create custom themes (and eventually, addons) for my game. In Steam, those would be distributed via the steam workshop. Is there something similar here on itch? If not, for those of you who have tackled this problem.. how did you handle it?

Hmm.. this sounds like a great case for only trying games by installing such games only through the itch.io client.

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This comment was posted when the itch.io api servers went offline today. (it's been fixed now, yay!)

TY for the response. It looks like there are session keys I can pass along to the server to query with to get the Id I need, and double check the game Id all in one call.. which is excellent.

Thank you for your help.

Thank you! It turns out, after going through the API some more. Since its a free game, it will never show up as owned/purchased via API, so there is no way to determine if a person owns a copy of the game via API. So that part is worthless in my case. However, the user_id is as different story, so I can at least check that.


Thank you for your replies.

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I learned a valuable life lesson a long time ago. Use the proper tool for the job. (Fake, since it's not sentient) AI does wonders when used as a proper tool. I don't use it for game development as I have yet found a task/job I would use it for. As for..

> Everyone who fills it out gets entered for a $200 gift card, and I'll share the results back here when it's done.

No. Time is finite, thus has a price tag. A chance for money? No.

Right. I just wanted to make sure I wouldn't be violating any rules/policies having the mmo server verifying game purchase/profile info using the player's api key.

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So, using the .. never trust the client.. coding methodology... 

I am used to developing for steam. The steps there is pretty simple:

1. Game client reaches out through the steam dll to generate a session ticket and sends that ticket info to the server.

2. Server reaches out to the steam servers to verify the ticket info. And bind the steam id to the player game data (characters, etc).

The above, the Server doesn't trust the data from the client, but trusts the steam servers response. Pretty simple. For itch.io. I don't see the equivalent. The closest I can find is something like the following, but I want to make sure I'm not breaking any policies, etc:

1. Client reads their API key via environment variable. And sends it to the server (encrypted). <-- I have to enforce the game to run via itch.io client -only-, never on it's own.

2. Server makes call against itch.io with that key to get the Id, and to determine if player has purchased the game. And bind the itch.io id to the player game data (characters, etc). <-- this piece is huge for me as I have no wish to store the player's api_key anywhere as I view it to be a big security issue.

I cant use OAuth since players should -never- ever have access to the game server. Does the above make sense?


Due to never, ever, trusting the client, I cannot let the client perform the api call and send the itch.io id to the server as the server has no way to verify that id and if the player has purchased the game.

Reference: https://itch.freezing.top/docs/itch/integrating/prereqs/dotnet.html

This page is roughly 9 years old (referencing .Net Framework 4.6.2). Is there an update for this page? For example, games written in .Net 9/10. Can those be referenced as a prereq now/somwhow?

Hellos! How is this game coming along? I haven't seen any posted updates in a long time...

What is the other one you use?

Hmm, But do you have a 2d version?