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VOG Network :: View topic - Hosting Your #VOGJam Game On VOGNetwork.com
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Hosting Your #VOGJam Game On VOGNetwork.com
http://www.vognetwork.com/forums/viewtopic.php?f=29&t=850
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Author:  Bobby Blackwolf [ Thu Jan 08, 2015 11:50 pm ]
Post subject:  Hosting Your #VOGJam Game On VOGNetwork.com

Since we're rapidly approaching the deadline to the #VOGJam, I'll go ahead and give you your options in terms of having us host your game.

A couple of ground rules:

1. Absolutely no copywritten assets, names, etc. (You must have permission to use any assets in your game.) This is actually a #VOGJam rule in general.
2. No nudity or pornography. Here's a guideline for you people who like to push the line: if you think like you'd have to ask if it's allowed, the answer is no, it's not.
3. No superflous gore. Same guideline as above, if you have a question about something, it's not allowed.
4. No curse words in the title. (You know, like Pixel Shits.)

Rules #2, #3, and #4 are NOT #VOGJam rules, they are merely guidelines to have your content hosted on VOGNetwork.com. I don't want to have an awkward conversation with our web host because you decided to push the line. If you feel your game wouldn't pass those three rules, feel free to still submit it, just secure your own hosting.

Now, that being said, there are two ways we can help host your files:

Direct Download: If you have a zip file with your game, we can host it for you so you don't need to use up Dropbox/Mega/Other bandwidth. You'll still need to use something like Dropbox to get the file to US, but then once we have it downloaded, you won't have to worry about people hammering your account.

Web Hosting: For those of you making a game that is playable in a browser, we can host it for you and put it in our system. We won't be able to do any huge stat tracking (such as how many times your game is played) but it will be listed in our site's top menu and you'll be able to see views and shares on the page your game resides on.

The width of the area where your game will be embedded is 865px. This is not a standard resolution. When I did Flappy VOG, I set the Web resolution to 865x500, and my #VOGJam game will run in the same resolution. This is not a 16:9 or 16:10 aspect ratio, so you'd want to test your game in this resolution to make sure all of your game elements are visible, particularly any GUI's. You can change the height if you want (865x540 is 16:10) but it may be difficult to play in some screens that have a low resolution.

Here's what I'd need from you:
1. All files needed - for Unity Web Player games, this is just the .Unity3D file.
2. Embed code (note that we will probably strip out anything on your generated HTML page other than the embed code yourself)
3. Header Image 600x315 - This is for the social media sharing so if your game page gets shared on Facebook, you have a nice big image in the link.
4. Short Description - One or two sentences that describe your game.
5. Description/Help text - This is text that will live underneath your game, where you can put a description, short backstory, and control instructions.

Realize it may take us some time to get your game up, especially if you submit it right at the deadline, but we will get it up as quick as we can.

If you continue working on your game after the deadline, I'll be more than happy to update the version on our site as you release updates.

Looking forward to playing your games!

Author:  hitstun [ Fri Jan 09, 2015 1:58 am ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com


Author:  Bobby Blackwolf [ Fri Jan 09, 2015 12:23 pm ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com

http://www.vognetwork.com/skeleton-hunter/

Author:  FifthDream [ Sat Jan 10, 2015 11:00 am ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com

Might i just email a simple .html file with an iframe in it (along with my header and description, etc)? My game is hosted on a site that runs it on their servers. Or should i zip up html and image and post that somewhere? Or is having a game hosted somewhere like that not doable?

Thanks.

Author:  Bobby Blackwolf [ Sat Jan 10, 2015 3:05 pm ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com

Hosting on VOG is not a requirement, it's just something we offer to those who don't have any other options. We will have a central article that links to all of the games, so if you already have hosting secured elsewhere then you're good to go.

Author:  FifthDream [ Sat Jan 10, 2015 3:14 pm ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com

Cool. I will send the link along shortly, then. Thanks.

Author:  DarkTetsuya [ Sun Jan 11, 2015 1:06 am ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com

Seems I've ran into a bit of a snag publishing my game :( I tried 'save as internet game' on TGF1, and it only gave me a CCN file. But then I found out some of their other products at Clickteam would support the GAM file, but when I tried Clickteam Fusion 2.5, my game was too big to work with the demo, so I don't think I'll be able to get it as a webpage.

I *could* get a straight-up exe file submitted though, if that would be okay?

Author:  hitstun [ Sun Jan 11, 2015 7:20 am ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com

I'm going to be really close getting my game finished on time. I want to add a few more levels, but the game is otherwise complete. Please update the hosted version in the VOG Network arcade with beta 2. I will try to submit again before the deadline with an updated description.

http://hitstun.bakamostudios.com/vogjam ... nterb2.zip

For the rest of you, it's currently playable at http://hitstun.bakamostudios.com/vogjam ... nterb2.htm

DarkTetsuya, see if Multimedia Fusion 2 will open your .gam file. I don't know if it compiles to a web app, but it's worth a shot.

Author:  Bobby Blackwolf [ Sun Jan 11, 2015 10:59 am ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com


Author:  DarkTetsuya [ Sun Jan 11, 2015 4:01 pm ]
Post subject:  Re: Hosting Your #VOGJam Game On VOGNetwork.com

oh! my bad. Luckily I was able to get MMF2 to work, so here's the file from that program, along with the header and a readme with all the info as per the first post.

http://www.mediafire.com/download/k76n7 ... _final.rar

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