2,249 karma · joined August 28, 2010
The site is for anyone to use and we have quite a few artists using it already: https://streak.club/s/8/daily-art-2015
Here's a post I wrote talking a little more about the site: http://leafo.net/posts/introducing_streakclub.html
I created itch.io about two years ago. I originally launched it on HN too! https://news.ycombinator.com/item?id=5445029
Would be glad to answer any questions.
Naturally the tech stack of itch.io is very cool:
It's powered by MoonScript http://moonscript.org/ , the transpiled language I wrote. Using Lapis http://leafo.net/lapis/ , the web framework I built. It's running on top of a custom Ngingx build called OpenResty http://openresty.org/ (I didn't make that)
Because Lua is not something you typically see running websites there a lot libraries that I had to write to facilitate the basics: talking to APIs, uploading files, storage management, Tumblr, Twitter, Facebook, Mailgun, etc, etc. Check out my GitHub, I opensource most of it: http://github.com/leafo
For lapis I did build a server side console for running code in the same environment as the worker though, it might be useful: http://leafo.net/lapis/reference.html#lapis-console
This project looks interesting, maybe it can be used: http://keplerproject.org/remdebug/
I'm actually on the verge of releasing a new huge update. New features include:
* first class lua support
* built in support for a lua templating language: https://github.com/leafo/etlua
* a new postgres driver written in pure lua, should play nicer with luajit and and be available in more stages of nginx request cycle: https://github.com/leafo/pgmoon
* lots of other smaller changes
All of this code is in master I just need to write all the documentation for it, sigh.
The biggest site I've created with lapis is itch.io: http://itch.io it's currently 43,209 lines of code (excluding libraries).
I run it on a really crappy 10 dollar a month vps, memory and cpu usage is tiny. I've handled well over a million requests per day in the past with no issues. The app communicates with a lot of third party payment services over http in the server, because of the non-blocking nature of openresty throughput is not affected when these services are slow (eg. paypal).
Another interesting lapis project is MoonRocks: http://rocks.moonscript.org/ it's a public lua module hosting site. It's opensource so you can check out what a developed lapis application looks like: https://github.com/leafo/moonrocks-site
Thanks for checking out lapis!
The modern version of Love supports OpenGL ES though so a rewrite like this isn't required, a better approach would just be to try to compile Love.
If you want to see more cool stuff I've done with Lua:
Moonscript: http://moonscript.org
Lapis: http://leafo.net/lapis
[1]: http://itch.io
I want itch.io to be the place where people make the homepages for their games. Not another storefront page filled with links elsewhere. For that reason I purposefully don't force anything on the game pages.
Discovery of games is a separate issue. Up until now 99% of game discovery comes from external source (mainly twitter). The itch.io homepage and browse pages are potentially good places to discover games but the library isn't good enough where people see it as a place to go to find games (yet). If I do start aggregating reviews then you might see it on those pages, but never on the game pages.
More well known developers are uploading their games over time though, I think more people are starting to discover the utility of the site. Recently got two games from Vlambeer:
http://vlambeer.itch.io/gun-godz http://vlambeer.itch.io/wasteland-kings
So I guess the real answer is time. I need to prove the platform isn't going anywhere and that it has the features that are truly indie friendly.
I'm very close to deploying a feature for registered users to view their purchases. I'm doing a revamp of user profiles and that's part of it.
Early access games are interesting, I think it's a realistic alternative to kickstarter. I don't have any rules regarding them, still thinking about it, but I very much encourage them.
You can find the homepage here: http://itch.io
Here's the traffic I've received (the initial spike is hacker news launch): http://leafo.net/shotsnb/2013-12-25_11-16-16.png
A few milestones, I've paid out 12k so far to developers. I use pay what you want pricing, the average purchase is 1.79 above the minimum price of the game. 35% of all the money paid to developers on itch.io is "extra" money paid above the minimum price of the game.
Since launch I've primarily focused on adding features, hoping for organic growth to come along. (hence the huge flat line for months in the graph above) I've been starting to network more, mostly over twitter, which is really helping to bring the traffic up.
I'm very open about the process, feel free to ask me anything.
If you want to follow my development adventures you can follow me on twitter: https://twitter.com/moonscript
In the final graphic he says it took him only 8 hours though.