on cogdemos. Will try again and if it fails, will dm you my email. And thanks!! !! !! !! !! The customer service of cogdemos, is truly Impaccable!! !! !! !! !! !!
Got your DM, and I changed your email for you. You should be good to go!
argato goziamasu !! !! !! !! !! !!
girl.
Question all, tried to do a search to see if this has been asked before. Is there a file limit to CogDemos?
I asked because my title unfortunately needs a lot of files to remain organized, and I got a 500 error when I did an upload. So I tried manually uploading just the starting scene which was then added to the list on the side and that time it did work.
EDIT: Nevermind! Just a limit to how many can be uploaded in a single upload haha. All good!
Glad you got it working! As you found, you can upload as many files as you want… just have to do it ten at a time. We figured it was better that way. One thing I want to add is a message to let the user know the upload succeeded or not.
Also, the file size limit is 8MB. If anyone needs more than that, let me know.
Is it possible to create a new tab on cogdemos that shows you all the games you have played? Also could you make it so you can see your saves vs the amount you can have?
i don’t know if this the right place to ask, if it isn’t could you redirect me to where i should post?
For the first one, it might be a bit difficult to do, but we can try to get a tab so you can see everything you played. As long as you’re logged in, anyway. I don’t think there’s any reliable way to do that without keeping track of it on the server. We could probably do it so that you can see what date you last played the game, too, which would might make it easier to know if there’s been an update since you last played. I will add it to the ever-growing list of to-dos.
For the second one, I think that’s doable. I’ll see if I can figure that one out so I don’t have to bother the dev. The first one sounds like dev work to me.
Hey ! don’t know if its the right topic…
Did someone figure out how to securely save on safari (iphone environement ) ?
Till next.
I’m not sure if anyone is having the same issue I am, but I can’t seem to log in.
I’ve reset browsers, reset passwords and can’t seem to get in.
Is this the only current resource for hosting ChoiceScript work?
I’ve found an old WIP on my GDrive and would like to experience and share it again if possible.
I have recently forced email verification for logins in preparation for the Patreon plugin.
Is the email address you’re using a valid one? If you registered with a “dummy” email address and want to have your account tied to an actual email address, you can dm me with the email address and I can add it to your account.
If you would rather host your game elsewhere, you can do it on itch, but they’re going to require an actual email address, too.
I just did a pretty significant update to both cogdemos.ink and moody.diy.
On cogdemos.ink:
I pulled the Patreon plugin a short while ago. I was able to connect to my Patreon account after a minor hiccup that I fixed. If you see any issues with it, please let me know.
On moody.diy:
I pulled two changes. The first is an overhaul of how local saves are handled. They will now use indexedDB instead of local storage. The second added some extra logging to the Patreon plugin, so we can better track problems. I want to leave this running on moody for at least a week before pulling it to cogdemos.
To those who have had issues with local saves, please try playing the few games that are on moody and seeing if the new save system works for you and let me know how it goes. We’re hoping that fixes the issue with local saves, even on apple devices.
Next up is a back button…
Also, we will be taking a look at game versioning or, at the very least, a way to set it up so you aren’t forced to restart a game from the beginning when only minor changes occur to the startup.txt file. I’ve been tinkering with a script that will compare a player’s save file with variables declared in startup to find missing variables.
Not sure where to go from there, so it will have to fall to the dev. I actually wondered if there was a way to force load them into someone’s save file with a default value so they can continue where they left off. Or maybe users to just alter their save files and add whatever is needed so it won’t bomb.
Along with this, I intend to get a load function working so, for sequels, players can load saves from the cog steam save manager at the beginning (if authors want to allow it, anyway). I think it would help with beta testing sequels and, hopefully, minimize release day problems that could’ve been found sooner if saves from the end of the previous game could be loaded.
You do an awesome job. Appreciate it BIG time!
I have a quick query. On DashingDon, scene files over 1MB were not processed, a site limit. I have a forthcoming update where one of my scene files is dangerously close to 1MB. Would you know if Cogdemos will accept it? If not, I will find a way to split it up.
One more quick thing… I have a sound file for the title music. I’ve noticed it doesn’t play when I first enter my game, but if I click to restart, it plays then. It is a minor thing. While I’m here, I thought I’d just mention it, while looking at your full plate of stuff to do.
A Back Button! 'Tis a thing of beauty, I shall weep!
Files over 1MB are allowed. I have it set to allow up to 8MB for assets, so you should be good to go there.
For the sound file, I’ll take a look at it when I get a chance. That’s weird that it only plays if you restart. I’ll see if I can fix it and, if not, give it to the dev.
And the dev is testing the back button now to make sure it works right. As usual, it will go on moody first, just to make sure there aren’t issues. Once it’s up there, I’ll let everyone know.
I forgot if this has been asked before, but would it be possible to have an overview of where people playing a game came from (like itch has for example, so seeing if they came from the forum, tumblr, reddit etc)
I don’t think anyone has asked about it before, but it should be doable. Apache grabs that information, anyway. If I set up a custom log for it, the dev can probably make a function to summarize the info and put it on the dashboard.
It may be a bit before we get to it, though, because I think the game versioning (and, by extension, save versioning) may take a bit to get working.
Legitimately, I have wanted a simple back button for so long. Thank you so much for this!!
I’ve wanted it, too, lol.
I intend to also add notifications for stat changes (both hidden and visible stats, but this will be toggle-able). I think it would help when beta reading games, because you can see right off if a stat change seems “wrong” (like getting a + change to a character when it obviously should be a -). And I just want to be able to see it, anyway–this also helps mitigate some of the player upset when an author won’t share the code.
Being able to alter stats would also be good, but my husband and I have talked about it and know some people would break the game, then complain to the author. Still trying to figure out how we can do that without causing more problems.
I think the ability to alter stats is maybe useful for developers but since most people use this for testing and reading unreleased projects it would probably cause more problems than help, especially if you want to collect average stats for balancing.
The stat change notifications are a great idea though because one thing I don’t help out with anymore with code being hidden is helping check for incorrect stat changes. There’s often minuses when there should be a plus, miscapitalized variable names, and so many tiny things like that. That will absolutely help catch so many bugs.
Like the displaying code thing, I think this should be something that’s up to the author, and it should come with a caveat that if you break your playthrough, that’s your problem