That may be the problem. I’m on an iPad and my PC broke last month (a curtain rod fell off the wall and onto my laptop screen, which promptly shattered, TBH, I felt like I was in Fitzie from jolly Good: Tea and Scones). But that actually happened. Guess I’m saveless until I get a new pc
Just in case you did not know: there is the new link as well. Some demos have migrated to the new hosting page.
I think, at least on my phone, you need to be on the front page to create account. If you’re in a game, you can only login.
Like @Eiwynn said, there’s a new site, but you should automatically be redirected to that if you go to moody.ink.
If you’ll PM me with the email address you used to register, I can reset your password, provided you registered at the new site (https://cogdemos.ink/). If you didn’t register at the new site, you’ll need to do so–the only accounts I copied over were for those who requested it.
The text size does not change when attempting to change the game’s appearance in the settings on mobile.
Despite login. Seems to happen with many games/stories, most recently the song of the fallen demo. quite frustrating for longer works.
anyone relate? or able to help?
thankyou.
Update on the rewrite of cogdemos (formerly moody)…
The user management system has been rewritten. Able to create a login, reset passwords, etc. Password resets will be done via link, not by sending a new password.
Next up is the game creation and management system. The new code will support all choicescript functions (that means you can go ahead and add in checkpoints, if you intend to use them). Should have that up and running in another 16-20 days.
One possible issue once this is done, but I’m looking into how to handle it is moving over passwords. If the encryption is an asymmetric hash, we won’t be able to recover those, even with the key. If that ends up being the case, when the new system is online, users will be able to reset their passwords as long as they have the email address they signed up with. If the email address has changed, I can always change it in the db and you can try again.
If the old encryption key can be used, none of this will be an issue and you can use your old passwords. I’ll figure that out in the final stages.
I’m not sure using the CoG logo is a good idea, it might make people think it’s an official site.
(I mean, it’s not the CoG logo, but similar enough without a comparison piece.)
I just downloaded a random maze gif, but I can change it. I needed something quick as a placeholder.
Does anyone here have a skeleton game with checkpoint saves?
I’m at a point now where game uploads are working and my own test game works (overwriting scenes also works, and you can have as many games as you want as an author, but the names must be unique), but I am not sure how to get checkpoints working and it would be easier if I had one that already works.
I can delete what you send me after testing. All I need is the scenes folder. If all else fails, I can just grab the folder from a published game with checkpoints to test.
Are there specific rules in place regarding the types of content that can be posted? For example, are there restrictions on graphic or violent stories?
On moody? Post what you want. I do suggest putting warnings on the story if they’re seriously violent or have content some people may freak out over, just because you’ll likely get complaints if you don’t.
Update on code rewrite… I wanted to put this as a separate post, so shut up AI bot from the board. >:-(
Saves are done and working.
Also, when you log out and log back in and start your game again, it puts you on the screen where you last landed.
All of this has been tested locally, by the way. I’m going to have to get it set up on the server once all the coding is finished, but I’m really happy with where it’s at.
Right now, every game is allowed ten save slots per user–the game author can disable this, if they are so inclined. The local saves will come later, after this is up and running on the server.
Next up is the public games listings (the “landing page” for users who aren’t logged in). Not sure exactly how this will be handled yet, so if anyone has any suggestions, lemme know.
I’m a bit curious as to what that savename in your screenshot means. Does it detect what file it’s in, or are the saves themselves txt files?
You name it whatever you want, and it appends with the creation.txt (date) extension, then saves it directly to the database in a table. As for the file itself, the game state is basically saved as a text file. (and I did want the game state as a text file, because I’d like to make a plugin for the browser that allows one to save their game state at the end of their published game as a text file, then set it up where it can be loaded into the sequels on cogdemos, if the author allows for it… it’d make testing a lot easier if you can just dump your save instead of having to deal with character creation)
That makes sense. That creation.txt just looks super confusing.
Hopefully it won’t 'make it too confusing for people once they use it. All they really need to worry about is what they name it, because they have to name it something, even if it’s just a number (1, 2, etc.). It still has a slot ID–you just don’t see it in the save screen (and you have to go to the save screen to load).
I’m sure it’ll be fine when it’s in use, but the screenshot doesn’t have the context.
Yeah. After I get further into it, I’ll take some other screenshots to give better context. It may be done sooner than expected, at this point, but I need to make another logo. I haven’t had time to bother with that yet.
Oh, and I tested checkpoint saves… they work fine, so I’m happy with it.
One thing that is not working that I need to fix is the ability for players to view the scenes directory and files. Since everything is uploaded to the database directly now, there are no directories to browse. I may have to just give authors the ability to give read access to their scene files. That’s for future me to worry about, though…
So the code is at a point where it is about ready to go, but I need some beta testers. There’s only so much I can do with it. I have the new code up here.
This is not the production site, but it is locked down/safe to use. It will require you setting up a new user, because I am not moving production users to a test environment (I may test a couple before I’m ready to take this live, but that’s it).
If some of you could set up an account and upload your game, it would be a great help to me. If you do it, please let me know so I can test playing it and others can as well. The more we test it now, the fewer bugs we’ll have when we go live.
Though the password reset function works (and sends an email with a reset link that expires after 60 minutes), please don’t use it on this server. Mailtrap is trapping it for testing purposes, and I don’t want to go live on this server with it.
There are some little tweaky things I will look at later (like a full screen option). Right now, I just want to make sure everything is functional. As of right now, the scenes folders can be viewed as long as players have the game URL (even if it’s private). I’m working on getting that changed so authors can choose whether to share the scenes directory or not.
The only thing I’ve found that’s wonky is if you upload cover art that is large. I changed php.ini to allow larger uploads (up to 5 MB), but it is still ignoring it and laravel reports that the file isn’t found. I’m working on getting that fixed, just in case some of you have cover art that is decent-sized.
If you test it, please let me know what you find. Thanks!