Not really a priority, but it’d be nice to have the option to upload custom CSS. I had some CSS animations that overlayed on top of the ChoiceScript ones for a section of the story and then realized I couldn’t include any of it (that was my bad lol)
No idea how difficult that would be to implement. I’d ask about custom JS as well but I understand that may raise security concerns.
That is actually on the list of things we’ll be adding–I thought it would be a nice feature to have. I think we’re going to do the Patreon plugin first, once this translation fix is fully tested and working.
Testing the new code
I have set up the test server with the new code that needs to be tested and opened it to the public. To test server saves, you’ll need to create your user name again, and authors will need to upload their game(s) they don’t mind using for test purposes–I didn’t want to copy over the database without having explicit permission to do so, and was not about to send out hundreds of emails asking permission.
There is one game there that is public, that @tmaty uploaded to help with testing at the start of the rewrite. I left it there, but can delete it if you don’t want to leave it there, @tmaty. Your login is still there as well. The only users right now are you and me!
For testing–please try not only google translate, but saves, game changes (to make sure they still register), achievements, etc. Since the code was nearly rebuilt from scratch to remove the i-frame, we aren’t sure what may have been inadvertently broken in the process. Also, for visually impaired users, please check to see if screen readers are working properly now. This might have fixed that issue as well.
Any issues you see, please report back here with as much detail as you can provide, since the more detail we have, the faster we can determine the cause of the issue.
If you have any questions, let me know! Thanks, everyone!
One more note: The main complaint I saw about translation was with the stats screen and achievements screen. The main game seemed to work fine with translation, but it i-frame was screwing up the ability to use translate in other screens.
No, it’s okay. I don’t mind… only problem, is I might have forgotten my logins and wasn’t sure if the Forgot Password button is active. So avoided it because I didn’t want to break the code or something.
I noticed a weird thing regarding the save system: if you’re logged in, the buttons appear for your own games even if the saves are disabled for the game, so you may accidentally have them off even if you intended to allow them, because you don’t necessarily notice they are disabled because the buttons appear to you.
I haven’t registered on the original CoDDemos site. Are you saying this one needs to be registered separately to test? If the test site uses the same logins as CoGDemos, I was thinking I would just go register over there right now, so I can save the hassle of doing it for two separate places.
Also please use the @ function to notify me regarding this matter if possible. I don’t login the forums often and rely on the email alerts. I only happened to see this post by chance.
Report for the “Test Game”:
test out the save system
try out different saves, different loads, check if any gives you an error or loads incorrectly
try if getting an achievement gives an error at any time
All normal. Haven’t tested registered server storage yet.
try refreshing the page in the meantime, see what happens then
Back to start.
see if the pictures show up properly
Picture ok, changes between light/dark correctly.
check the button functionalities (Stats, Back to Game, etc)
Personality 2 doesn’t appear to properly apply under stats. Game coding issue?
check all of these while you use Google Translate
First load with Google Translate:
Error popup:
TypeError: window.initSavePlugin is not a function
Error text in page:
Our apologies; there was a 404 error while loading game data. Please refresh your browser now; if that doesn’t work, please email support-game-id-8-web@choiceofgames.com with details.
Clicking “Refresh Now” or ANY button produces error notice from Google:
Can’t support this form
To protect your security while using Google Translate, please do not submit information in this type of form.
@EvilChani Since there is now an option for a WIP to hide scene files from public view, what’s your stance on *script usage in such projects?
I would argue that for cyber security sake there needs to be either a) a warning that the game executes custom JS code or b) an outright ban on *script in games with hidden source.
Also for the site to have TOS and a privacy policy would be beneficial for both parties.
So, we put Way Walkers University 3’s demo up last week and set it to private to allow for the people only on our Patreon to read it…and despite setting the game to be private, tonight I logged in to over 600 views (we only have 30 paying patrons who had access to the link) and discovered it showed up as the fifth google result for Way Walkers. So, yeah that’s kinda a big issue/bug.
Let me know if I can’t use cogdemos.ink for my Patreon previews-- we’ll need to sort something else I guess.
Not sure if it works on moody.diy, but I will check. If not, I can copy your user from the database on cogdemos over to moody so it will have the same password.
Don’t apologize. @jcollins told me about this issue (he had a bit of a freakout, too). I am going to look into it. This week has been a bit crazy and I had some issues, but am able to work on it again tomorrow. I agree it shouldn’t show for authors, either, because it’s too confusing. I just need to change the if/then to fix it.
@Sojourner Thanks for testing. For google translate, I’ve discovered that you have to use the plugin to translate everything. If you use chrome with the google translate extension, it should work. I have no idea what I was reading, but I tried The Weeping Gods with the extension and translated to Russian, and I could click through the game, go to stats and achievements, and go to settings. Did you try the plugin or did you just use google and put the link in to translate?
I agree. I can work on the TOS and privacy policy, and put it up. I’ll have to ask the dev about how to deal with *script in games, if there’s a way to force authors to share code if they use *script or if they can disable it for teesting. I’m not sure what the options are, but will look into it.
@WayWalkerLeigh When I saw this, I immediately logged in because I was worried about it. I searched on google and found the link you were talking about. When I clicked on it, I got this a warning that the page wasn’t found. Did you take it down?
The thing with private games is that the game is not shown on the “public games” page, but if someone has the link, they can get to it. My guess is that your patrons shared out the link.
The next project (once we get this translation stuff settled, whether we upload the code or stick with what we have) is a Patreon plugin so authors can force their patrons to authenticate through Patreon. That will probably take at least a month or two to complete once we start it.
Until then, since you only have 30 patrons, I would suggest using the “restricted” choice. If you use that, only the users you add can get to the link (and they will have to be logged in to cogdemos). That will require them sending you their username on cogdemos, and you’ll have to manually add them to the “restricted” access list, but that will solve the problem of anyone else getting to your game. The only way anyone else could get to it is if one of your patrons shares their login.
I did take it down; it was nearly the entire game we’ve finished to date, so, like 80% of the darn thing.
What I don’t understand those is how it showed up as a google result. Like, how much could one person share it for that to happen? Like I never had this issue when we used dashing don and we had literally dozens of previews over the years. I’m sure some Patreons shared links over that time, but as said, nothing showed up in a google search.
And I’ll definitely try the restricted version-- that should work for most of our regulars. though do please let me know if/when you get up the Patreon option., as not every patron wants to interact much, some just want to log in read their previews and just lurk.
And thank you. I’m upset, obviously, but I do appreciate all you’re doing to make this even possible. And I really appreciate the work of having the number of times the game is viewed available – I’d have never have known this was a thing if you hadn’t included that and I’m so greatful it was there.
@WayWalkerLeigh I’m not sure how it showed up in a google search, either. I didn’t even know cogdemos.ink would show up in a search, much less the games on it. I think there is a way to block a website from AI scans. I will look into it and see if I can set that up.
I will definitely let you (and everyone else) know when we have the Patreon plugin ready for testing and/or working (I’m going to need a couple of authors with Patreons help test it). I’m looking forward to get that up and running.
I know you’re upset, and I don’t blame you at all. I’m really sorry this happened to you. I’m also glad I set up the dashboard to show the number of views for each of an author’s games… because, like you said, you wouldn’t have known otherwise. Hopefully the restricted option will work well for you until we get the Patreon plugin going.
One other option, if you want to make it easy on your patrons, would be to set up a user/password combo on cogdemos to specifically use for the game you want to keep hidden. The way it’s set up, a user can log in multiple times, so you could have a single (or a couple) of fake users for your patrons to use. Then, they could log in and see the game without having to give you their username (or for them to have to get one), but it would still be restricted. As long as they realized they can’t change the password and will have to use it as-is, it should be workable… and you’d still be able to see if the views go up much faster than they should to see if it had been compromised, and lock down the user login yourself. Just an idea, if you don’t want to force everyone to get a login on cogdemos.
Even better (worse), it’s a whole list of not-public content. I’d recommend working on that Patreon plugin ASAP, but it seems that’s what you’re planning to do already.
I’m wondering if, in the meantime, I can set up authorization tokens for private games. It might be more of a pain in the ass for authors if they have a ton of users, but if each user had a different link to get to the game, we’d know who the hell shared it out, if they did so.
In the meantime, authors should probably take advantage of the “restricted” setting and force their patrons to log in to play private content.
@CC_Hill@Havenstone@jcollins Just want you to be aware of this. I suggest using restricted settings on any private games you have. Same for all other authors.
Just please don’t get rid of the private-but-accessible-via-url thing altogether. I like using it with my smaller projects (where the game is technically public but I just don’t want it on the main list).
I’m not sure if they have a referrer or not, but that’s a good idea. I’ll look into it and see if that would work. That would certainly be much easier than setting up tokens and having to have a different link for each user.
Just checked and patreon does set the referrer, but it’s easily manipulated (thanks, chatgpt!). Funny, when I asked it, chatgpt immediately said I should use the Patreon API… yep, that’s the plan…