Hello, I contact Itch support which will refund you over the following days very probably. I'm sorry you weren't happy with your purchase.
Auburn Sounds
Creator of
Recent community posts
Hello, I check in the spam folder and haven't received anything from you?
Please email again at [email protected]
Once purchasing Graillon Full, the feature will only unlock if you cose your DAW and install Graillon Full on top of the Graillon Free Edition.
What's your email?
Auburn Sounds is happy to release Inner Pitch (VST2 / VST3 / AU / AAX / LV2).
tl;dr the freebie can be useful to tweak voices for your game, sound textures, and game music.
The aim of Inner Pitch is to be the most natural pitch-shifting engine possible and it manages to do so with state of the art unpublished pitch-shifting techniques.
Key features:
- Stereo-preservation. 100% linked by default.
- Latency is 17.8ms
- Formant shifting
- Delay Unit with Ping-Pong, Diffusion, and infinite feedback
- Simple 3-band EQ
- Stereoization with L/R pitch offset
- 3 types of in-loop distortion (including an ADPCM-like game codec: that one can give a game-like aspect to a full song)
- Cheat-sheet and datasheet in addition to the user manual
Free Edition download and examples: https://www.auburnsounds.com/products/InnerPitch.html
Itch page: https://auburnsounds.itch.io/innerpitch
Hello,
Lens is a VST2/VST3/AAX/LV2 audio plug-in for Windows / macOS / Linux.
Basically: this is spectral dynamics with more control than most other spectral dynamics, with no FFT in sight, and excellent program-dependency. It imparts a spherical glue upon your mixes, and we believe any source can benefit for Lens, albeit it was made for the mix bus.
Once in the spectral domain it performs compression, expansion, sidechain and output EQ, etc... for a constant cost in phase. And much CPU used.
There are up to 64-bands and they can be linked together, or not. 100% => sounds like a full-band compressor 70% => equilibrium 0% => bands gain-reduction decorrelated, this sounds absurdly precise and auto-balance the mix.
- Explanations: https://www.auburnsounds.com/blog/Introducing-Lens.html
- Download Free Edition: https://www.auburnsounds.com/products/Lens.html
- Buy Full Edition on Itch.io: https://auburnsounds.itch.io/lens
tl;dr You can earn about 1.1% more with Payoneer instead of Paypal payouts, and it's quite easy to setup.
Here is a tip for sellers still using Paypal payouts (it will only works with the "Collected by itch.io" option, that I also recommend).
In my case Payoneer charges:
- $3 per transaction from itch.io to Payoneer
- 2.0% of the volume when converting from $ to €
- $0 when transferring on a local bank account
whereas Paypal would charge:
- $0 per transaction from itch.io to Paypal
- 3.1% of the volume when converting from $ to €
- $0 when transferring on a local bank account
Pro-tip: use Payoneer payouts to earn 1.1% more. The overall experience is very similar.
You can then use the surplus of money to give it to itch.io!
THANKS itch.io for a once again fantastic feature.
More info: https://itch.io/t/654159/payoneer-now-available-for-all-accounts
Hello,
The only problem I'd like to be solved is: how to avoid people waiting for weeks for a refund request. It's painful to say to an unsatisfied customer they might wait for almost a month for a refund (this has happened at one point, I'm sure it's better now).
I've been doing support almost everyday for the past five four years, and people are surprisingly nice in the music space, and it's almost never their fault. YMMV. In my short foray into the video game space, it was clear the users were a lot nastier indeed for sure. ^^
I get what you're saying but I never said this system should be mandatory.
> [rumors of 35k]
There is no marketplace like itch that supportive of creators, so there has to be a way that workload doesn't increase in an unsustainable way for itch.io too.
> But I think billing devs for having poorly educated (or poorly behaved) customers is the wrong approach to the issue.
I think very differently about the issue. In my opinion it's almost never the fault of the user if software is difficult to understand / install / remove. And almost always the fault of the software. (for reference: I'm not selling video game, so I may have nicer customers).
It's not like customers write emails out of boredom, most of the time . You can also lessen the support load by 10x with a FAQ page or easier to understand design.
So the support load amount is, in some capacity, controllable by the developer. If itch.io does support for free, then it's the responsibility of the developer to try to lessen that support load. And if they don't, get charged for it.
Idea: I fear this won't be very popular but how about providing the option to remunerate itch.io not by sales percent, but also per support load. This would align monetary incentive on;
- improving the experience for buyers
- itch.io getting paid for support load
Implementation: when selling indirect, retain $X times the number of support ticket related to a developer's product. In the same way refunds are subtracted from payouts.
Hello,
Go to your Account / Settings (https://itch.io/user/settings) and then click Publisher / Payout Mode
You will pass a tax interview because selling to US consumers on the Internet requires a tax identification number with the US tax system.
Many thanks Leaf, I think I've forwarded to you dozens of such issues :)
However after years on "Direct to you" in EUR, I think using "collected by itch.io" in $ makes sense too as it deals with the EU VAT for us and also most of US consumers expect a price in US dollar.
So I urge anyone not using "Collected by itch.io" to at least try :) makes being legal easier I think.
- PC Windows 10
- Intel HD Graphics 4400
Here is the content of error.log
---
01/04/2018 00:44:03 Error Une exception a été levée par la cible d'un appel.
01/04/2018 00:44:03 Error La séquence ne contient aucun élément.
01/04/2018 00:44:03 Error à System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
à System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
à GumRuntime.ElementSaveExtensions.CreateGueForElement(ElementSave elementSave, Boolean fullInstantiation)
à GumRuntime.InstanceSaveExtensionMethods.ToGraphicalUiElement(InstanceSave instanceSave, SystemManagers systemManagers)
à Gum.Wireframe.GraphicalUiElement.CreateChildrenRecursively(ElementSave elementSave, SystemManagers systemManagers)
à Masteroid.GumRuntimes.SettingsGumRuntime.CreateChildrenRecursively(ElementSave elementSave, SystemManagers systemManagers)
à GumRuntime.ElementSaveExtensions.SetGraphicalUiElement(ElementSave elementSave, GraphicalUiElement toReturn, SystemManagers systemManagers)
à FlatRedBall.Gum.GumIdb.LoadFromFile(String fileName)
à Masteroid.Screens.Settings.LoadStaticContent(String contentManagerName)
à Masteroid.Screens.Settings.Initialize(Boolean addToManagers)
à FlatRedBall.Screens.ScreenManager.LoadScreen(String screen, Layer layerToLoadScreenOn, Boolean addToManagers, Boolean makeCurrentScreen)
à FlatRedBall.Screens.ScreenManager.Activity()
à Masteroid.Game1.Update(GameTime gameTime)
à Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime)
à Microsoft.Xna.Framework.Game.Tick()
à Microsoft.Xna.Framework.SdlGamePlatform.RunLoop()
à Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
à Masteroid.Program.Main()
Thanks, I've modified the settings manually and I'm able to run the game normally now !
Vibrant is a high-speed arena shooter for Windows, Mac and Linux. Its unique physics engine will require you to master inertia and a magnetic leash.
Gameplay video
Summary
The player must finish all levels before the end of a timer. There is no penalty for dying, but time is a precious resource to save!
- dogfighting with AIs in space,- ability to catch nearby things,
- custom sticky physics,
- storyline with multiple endings,
- time-attack.
My goal was to make a game as intense as possible with a raw gameplay.
>>> Play Free Demo: https://auburnsounds.itch.io/vibrant (PC/Mac/Linux)