Animations would complete this set! I know that is not the rogue way, but I like physics and then a static frame looks weird.
tinspin
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I'm making a MMO and I need recurring revenue, my solution now is to explain the price is per year in the text.
But I think we can avoid many problems by adding /year in the price tag.
I don't want/need automatic recurring billing because it's convoluted and complex but will handle the recurring stuff myself.
Allows me to switch/mix platforms etc.
I think 8x8 is much more valuable for us retro hardware game makers.
Specially 1-bit! We can work around that on two of your paid packs for some part, but a free 8x8 1-bit pack would make a complete "open" C64 development kit possible!
What are the redistribution terms of the Underbase/MiniAdventures packs? If one bundles them as C64 chars/sprites? I guess that is too easily reversed!
Without recurring payments you are relying on eternal growth to fund your project (= population growth, kids being born now have to buy Minecraft in 5-10 years or Mojang WILL fail; and that is neither sustainable nor moral).
I'm not looking forward to the "after one year expiration of playtime" for my MMOs, so that's why I need to give them an option to choose so they can't say they didn't know.
The problem is institutionalized in how all printed money works, only way out is to make the problem obvious across everything in society as soon as possible as the fall will be from much higher if we wait.
The actual pricing I have to go with is only because of Visa/Mastercard fees. But $1/month (non metered) and $1/day (metered) in $10 transactions sounds fine to me at first glance.
Collecting is easy as you can purchase games more than once and validate purchases through the API.
An MMO with recurring revenue is not a DRM and much better than in-game purchases, but yes I will be validating the account has purchased the game with the API so you wont be able to pirate the game.
indivdiually priced files?
So apparently the "Buy Now" still appears after you bought the game, which is odd, but allows me to do this.
Now I'm thinking 2 models:
- $10/year as subscription like.
- $10 for 10 days of game time.
That way those that are unsure how they will like the game can get "credits" that don't expire.
It will be odd to try and explain these models as they will be unique to my games.
Hopefully I wont get flagged for wanting recurring payment for a MMO that has recurring costs.
https://itch.io/t/1820908/feature-request-recurringsubscription-billing#post-511...
So I guess that idea didn't get prioritized, but I was thinking if you can buy a game multiple times you can manage the recurring payment manually?
Would it become a problem if you enabled a user to be able to buy the same game multiple times and we handle the timing from the API?
The code system is a little annoying because you have to remember it every time you die, and sometimes santa runs a little too far... maybe a one step per press would solve that?
What would have been incredibly cool is if you released each day (the code on a automated site) as they came instead, like a calendar! But that would be hacked really fast...
Nice game!
I think you misunderstood me, if zendesk receives a mail from an email address it does not have it should reply with "We don't have this email address, you can add a secondary address if you cannot send with the address you have registered with". It should be one check box in the GUI.
Now it works. Thx!
I don't want to pay Google so I can't. How can I get support without that feature? You really need to make sure your users understand that they can only use their account for support if they have an email that they can use to send mails (= their address is owned by some 3rd party or they host their own SMTP server and have to handle spam)!
You need to immediately update your support system to reply if the mail address is not found in the database automatically!
You should own the domain of your own mail address and you should encourage that.