COGDemos bugs/requests

Unfortunately, this already happened to me too, pretty much as soon as I opened my patreon. I already set the game to restricted more than a month ago because of this. It’s a pain to have to add and remove users manually and be asking for the usernames, but after seeing that I have nearly 9000 views on a patreon-only game with a patreon creator account that I started less than 3 months ago… yeah.

This is a big problem but it’s not a cogdemos-only problem. It happened with dashingdon too and it happens to itch games as well, except there is a patreon plugin on that site. As I saw, it’s happening to every author with a patreon.

Cogdemos has much better security in that regard, I think, and @EvilChani is constantly maintaining it, so BIG thank you for that. When you start a ko-fi account, I will definitely pay to maintain and improve security.

Password sharing is not a good idea… Then the same thing would happen. The people who are leaking these games are patreon members, unfortunately. Maybe it would be even better if one account could only be logged in on one or two devices only? So if you login with a user and then someone else tries to log in from a different device on the same user, one would automatically be logged out. Then accounts and passwords couldn’t be shared either to be leaked.

In any case, I am eagerly waiting for the patreon plugin.

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Many thanks, but I don’t do private betas. If I start a Patreon, I’ll confine any hypothetical bonus stuff I produce to Patreon rather than putting it out on a demo site – and more likely I’d do a Paul-style Patreon where bonus content isn’t a big part of the draw.

We’ve talked on the author threads about how best to keep the pirates off our stuff. My mindset has always been that it’s whack-a-mole, and that while we don’t need to make it easy on them, in the end we’ll need to accept that people supporting us by paying for our work is their choice, not something we can enforce. It’s true for the finished games, and it’s true for monetization of the WIPs.

But very grateful for your work on this.

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Do not know what I did, but I do not think these should stay there.

Infos it happens when using the Quick Save button. I can’t even see the text, it’s just immediately goes to the side a stack up.

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@EvilChani

I experienced the following bug:

Basically, every time I press to return from the stats menu it pops up with this:

Now this is for my private prerelease test variant of my game, so slightly less pressing than for the public variant which is not experiencing this problem despite having nearly identical code and files, but still rather curious on why it’s doing that and how I get around that problem.

Update: This error also occurs when I even just try to proceed to the next scene. Same error. As far as I’m aware, the code should be the same as my public release variant at this stage of the game, as all the new content is later on in the game, but while the public release goes to the next scene, this private release variant for my prerelease updates refuses to proceed and has that strange error “Failed to execute ‘setItem’ on ‘Storage’: Setting the value of ‘PSgame-id-4141PSstate’ exceeded the quota.”

Hoping there might be some fix for this so I can successfully test my game better before I’d release an update. Thank you for your time.

Update: I have tried renaming the game, in hopes that would clear the problem, but to no avail. Has anyone else experienced this error? Any fixes, anyone? I’d really like to resolve it so I can better pretest my games before offering them to the public, but I can’t at present due to this error.

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@EvilChani For clarification, I was using Firefox, and the website translation function through Google Translate’s website, where it’ll load a link you give it through a frame and attempt to translate everything on the page. The translation is processed every time you click on another link through the frame as well. That frame clearly isn’t compatible with the demos site.

I’ve retested everything through the Google Translate extension installed on Firefox. You need to right click to select a section of text, which it then sends to the Google Translate website and translates in their text box. It works, and shouldn’t affect any functions as all the extension does is execute a script to send the selected text to another website, but I can’t imagine anyone would want to do this for a game, since it would require a lot of manual clicking for at least every single page. The choices section is also difficult to use since you would have to try to manually match what you’re reading in the translation box with something in a diffferent position back on the game’s page. Or do each line of choice one by one. If the person trying to do this matching has to use translation in the first place, then they wouldn’t really know how to match what with what since the text sent over loses all formatting and is just mashed together into one big box.
Privacy wise it’s also a huge concern since Google Translate’s plugin asks for permission to read all data from all websites, all the time. I try to stay away from all things Google as much as I can.

I’m not sure why you wanted to specifically focus on using Google Translate since there are better options out there. I thought at first the website already was using a built-in function with them, hence the specific testing request, but since you don’t have one, there’s really no need to fixate on them. Firefox has a built-in translation fuction that allows the download of language packs to do offline translation directly in the browser, which preserves privacy for avoiding sending data of translation content to service provider. I’ve also tested with that, and it works quite well, translating everything including buttons directly in the page, without any unsightly frames. As far as I can tell, the test game functions as normal while using the translate function.

I’m sure Chrome has a built-in translation function that uses Google Translate but doesn’t require a separate extension, though I don’t use the browser, so I can’t say how it works.

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Yo everytime I try to play a demo it says quota exceeded when I make a choice sometimes it’s instant other times it’s awhile anyone know why that keeps happening?

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Same - two of my games are doing this now. It’s kind of making my games basically unplayable, at least to my experience. Is there some sort of constraint on game size or the size of start up? Or is it something else?

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I apologize for the radio silence, but my husband’s mother fell ill early last week and passed away on Friday, so I haven’t been available. For the newly reported bugs, I will take a look at them over the next few days.

For quota exceeded… is everyone getting this error on the specific games where you’re seeing this? Or is it only you? There shouldn’t be any limit on the size of the games. I do recall seeing this on dashingdon long ago, and the only way I could fix it was to clear my browser’s cache and delete my cookies. If that doesn’t work, let me know.

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I am sorry to hear about your husband’s mother and your loss. Totally understandable, as others have said on this forum, real life has to come first. I’ll try clearing my cache and see if that fixes it. Thanks for getting back to me.

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Thank you for the condolences. Much appreciated.

I knew I had seen this “quota exceeded” error before playing published games through the website. Here is a link to a conversation on it:

Clearing your cache should take care of it. There’s a link in that thread explaining how to increase local storage in your browser, too, so it won’t happen nearly as often.

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No worries real life takes precedence sorry to hear about that and I’ll try removing cookies and cache to test it out

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Yeah, that did the trick. Thanks again.

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I noticed the the game pages now don’t show the game title at all, and it’s not on the title bar either. That… makes it difficult to figure out which of your open tabs is which game.

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At this point, I can either go back to how it was, where sometimes you end up with double titles on the page or as it is. It was working for a while, so I’m not sure what’s going on with it, but my patience for this issue is about at its end.

I’ll go ahead and restore it to the way it was, once I get the new code up (non-frames).

The dev has started preliminary work on the Patreon plugin, btw. I’ll try to look at some of the other issues later. Still dealing with things from last week and haven’t been of a mood to deal with it all.

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Heya, don’t know if this the place for this but I’ve got an error where on whatever game I play, I get the error ‘failed to save’. Doesn’t matter if saving to local storage or to server storage. I’m logged it. I don’t know what’s causing it

Try refreshing or clearing your cookies

I’m not sure if it has been brought up before but when I bring up the search bar, my keyboard on mobile doesn’t really work. Like it’ll pop up for a second before disappearing.

I have no idea if it’s on my end or something’s bugged on the mobile version of the website

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It seems that the game links in the forum are not working and redirecting to game not found page, while searching for the game using the COGdemos site and playing works. The links were working in the morning so was there an update pushed recently?

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Yeah I thought an author took it down to update but I went to another wip and got the same error message.

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Sorry, I was in the middle of an update. That’s probably why it was throwing errors.

The update is done and the new code has been uploaded. Everything should have returned to normal now.

I thought doing it at 2 am would cause the least amount of disruptions, but I forget that not everyone is in my time zone!

Edit:

If anyone is still having issues, you will probably need to clear your cache and delete your cookies. The code update was pretty significant and ditched i-frames.

Also, I put the title back at the top, which means there will be double titles in some games. Since it’s an either/or issue (either you deal with double titles or sometimes you end up with no title), people will have to deal with it. I suggest using the button to hide the top menu to make the best use of space on mobile devices.

Edit 2

After checking, I saw that a lot of links were broken due to the update. The new code requires “mygame” after the game name.

To avoid authors having to change their links, I set it up so any game without the “mygame” portion redirects appropriately (so author/game redirects to author/game/mygame). That way, either link will work fine.

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