As you may have already seen or heard on IRC, I'm working on a platformer game.
At first, this game was meant as an exercise to learn javascript, but I liked it, so I continued working on it.
The point of the game is to get to the green square at the end of the level, while everything that's red is out there to kill you. It's a simple concept, but the game can be quite challenging in some areas.
Here's a screenshot:
(https://img.ourl.ca/Capture-16.PNG)
You can play it here: http://velocitygames.be/platformer.html (http://velocitygames.be/platformer.html) The server we host it on doens't have a very good uptime though, so if it's down, just try again later.
To give you guys a challenge: here are my scores from when I was testing the score displaying code:
(https://img.ourl.ca/Capture-15.PNG)
These aren't my best scores, but I did get a lot of practice while testing, so they probably aren't that bad either. Feel free to post your scores below.
Currently, there are 4 levels (including the tutorial), but more will be added later.
This topic is also posted on Omnimaga. (https://www.omnimaga.org/computer-projects-and-ideas/(html5javascript)-platformer-game/new/#new)
Looks cool, I'll try to play it when I get some free time.
Sounds cool! Im gonna mimic CKH4 and try it when I can (might be a while)
I remember seeing this a while ago and it was pretty fun (but hard)! I'm glad that you are still working on it. :)
As for the host, I think the issue is that you use a dot.tk domain name. Those have terrible (and sporadic) uptime, so if you have an alternate URL available for your site, it might be good to link to it as an alternative.
I couldn't get it to work... The green ball seemed to follow my mouse...
Quote from: DJ Omnimaga on July 08, 2015, 06:29:37 AM
I remember seeing this a while ago and it was pretty fun (but hard)! I'm glad that you are still working on it. :)
As for the host, I think the issue is that you use a dot.tk domain name. Those have terrible (and sporadic) uptime, so if you have an alternate URL available for your site, it might be good to link to it as an alternative.
The uptime is because our server doesn't have a static ip, and because it's internet cable is sometimes unplugged and used to watch netflix. If the domain name causes any additional problems, then we do have an alternate domain name (http://gamecommandosquad.tk/platformer.html), but it's a dot.tk one as well. It's our old domain name, but we keep it updated to avoid having to reconfigure some clients for some other service hosted on the server.
EDIT: I just set up cloudflare. The domain name is still the same, but dns updates are now done automatically, and if something happens to the server (like an unplugged internet cable), a cached version should still be available.
Quote from: Unicorn on July 08, 2015, 12:55:14 PM
I couldn't get it to work... The green ball seemed to follow my mouse...
That's strange, especially since I never check for the mouse. Could you tell me on which platform and with which browser that happened? Also try tapping all the arrow keys, since they can get stuck. I'll look into it though.
Windows XP on firefox, and I'm not sure what version. It seemed to follow my mouse for some reason, then stop and not respond at all. I also repetadly tapped the arrow keys.
Ben_g ah I see now. Maybe at one point someone could provide you some hosting.
I got it to work, and it sure is addicting! ;D
Will there be a level editor?
Currently, this (https://img.ourl.ca/Capture-18.PNG) is my level editor, which isn't really release-worthy.
Including a level editor is a good idea though, and it shouldn't be that hard to make a system to load levels from something like a copy-pasted string.
This reminds me how the data in my first Visual Basic tilemapper looked like O.O
That looks like the block dude level data. o.o
Block Dude used strings for map data too?
We'll merth had a display on a cmd that was 0,1,2 making up the map for the original monochrome game.
I tried that yesterday, it's quite hard.
And yeah, you can change the name servers on dottk now, I got one as well and I made it use Cloudflare, it should definitely be way better.
Also, if you want hosting, here at CodeWalrus we probably can arrange you something.
Yeah, we use cloudflare now. We also run a script on our server every 5 minutes to check for ip changes and update the DNS accordingly. Cloudflare's caching is also enabled so you should be able to view a cached version if the server goes down for whatever reason.
Thanks for offering to host, but I'm not sure if I'm going to use it yet, since spreading the website over multiple servers might get complicated.
Awesome! it is (more) official now :)
I love playing this game BTW I am addicted O.O
Yup, I'm addicted to :P
Quote from: ben_g on July 12, 2015, 12:12:23 PM
Yeah, we use cloudflare now. We also run a script on our server every 5 minutes to check for ip changes and update the DNS accordingly. Cloudflare's caching is also enabled so you should be able to view a cached version if the server goes down for whatever reason.
Thanks for offering to host, but I'm not sure if I'm going to use it yet, since spreading the website over multiple servers might get complicated.
That said, I am personally not a big fan of Cloudflare, because sometimes in the past, certain Cloudflare servers were unstable and the result is that it was very hard for me to access Omnimaga even when it's up. This, combined with a long history of false positives when it comes to the anti-spam, is why CodeWalrus staff decided to avoid using CloudFlare as much as possible, except maybe name servers and HTTPS-related stuff. We only plan to enable other features if, for example, we get DDoS'ed or something.
And yeah ideally it's better to keep everything on the same server, in case one goes down. But also, you should try to make an offline, standalone version of the game that we can download, in case one day you move on in real life then forget to renew your hosting. It would be a shame if the game vanished off the face of the Earth as a result (like what happened to many MMORPGs in the past).
If you don't like cloudflare, then use http://gamecommandosquad.tk/platformer.html instead of http://velocitygames.tk/platformer.html . The gamecommandosquad domain name points to the same server (and should be automatically updatet as well), but it bypasses cloudflare.
As for the offline version: This game needs absolutely no connection to the server to run, so if you right-click the page and select save as, then you can easily use it offline. Depending on how your browser is configured, the highscores may not work though, but I'm working on it.
EDIT: I may make a cleaner version that's actually made for offline one day, but that's not on the top of my to do list yet.
Ok thanks for the info :).
I remember playing that a while ago. I liked it but t was very hard. Also since its JS, with the right console commands you can just teleport yourself to the finish >:D
No cheating cumred! :P
Highscores are now saved in local storage. If you had highscores before today, then you have to migrate them to local storage to make them work again. There's an option to do this in the changelog.
Oh, nice. I don't think it stored my level progress when I played though. Is it not supposed to?
It saves your best score for each level, to put that in the highscores. Currently, the game always starts from the tutorial, but I'm working on a level select screen which will allow you to start from any level.
That level selection screen will check which highscores are present to determine what's the last level you played, and it'll only allow you to start all levels up to that one, along with the first level after that. So if you've finished level 2, then you'll be able to play levels 1, 2 and 3, but not level 4.
Even though the level screen isn't present yet, the data is already saved.
Cool, I was worried I would have to redo it every time. :)
Quote from: Cumred_Snektron on July 13, 2015, 08:57:10 PM
I remember playing that a while ago. I liked it but t was very hard. Also since its JS, with the right console commands you can just teleport yourself to the finish >:D
I wonder if in JS there are ways to prevent cheating? I remember that on Omnimaga, we had an RPG system in late 2005 that showed up in signatures, but if you disabled javascript, you could easily change your stats and grab the most powerful weapon. That said, in the case of Ben_g's game, cheating this way would just ruin the fun, anyway, so I don't see as much point to try blocking cheating.
I need to have time to play this, I haven't actually beaten the game yet :(
Me neither, I have always run out of time to play. :/
Same here, or when I have time to play I get stuck on an obstical :P
Woop! I beat it! The end of level 3 is crazy O.O
Actually I would have time to beat it if I wasn't addicted to agar.io to <_<
Oh yeah, that game. Thats fun to. :P
I got #1 today :)
(http://i.imgur.com/hkYuBov.png)
if you ever see Hungary that is probably me ;)
Nice! Lemme guess, you were hungry? Anyways, we should get back on topic.
Yes we should move back on topic, but I am part Hungarian so I thought it was a good pun :P
I was starting to wonder if that was a screenshot from ben_g's game, until I read above in the discussion. It is a good sign that we need to get back on-topic. :P
Quote from: DJ Omnimaga on July 21, 2015, 05:53:33 AM
I was starting to wonder if that was a screenshot from ben_g's game, until I read above in the discussion. It is a good sign that we need to get back on-topic. :P
We would all be super surprised :P
But anyways, I can't wait for a level editor or something of the sort. /me laughs evilly
>:D
Quote from: Unicorn on July 21, 2015, 11:19:35 AM
Quote from: DJ Omnimaga on July 21, 2015, 05:53:33 AM
I was starting to wonder if that was a screenshot from ben_g's game, until I read above in the discussion. It is a good sign that we need to get back on-topic. :P
We would all be super surprised :P
But anyways, I can't wait for a level editor or something of the sort. /me laughs evilly
>:D
Inspect element...
But that is not distributed :(
Yeah custom levels that you make being avalible to the public would be awesome O.O
I think that'll happen:
[spoiler]
(http://i.imgur.com/3gxpRcl.png)
[/spoiler]
O.O I want to get onto the PC NOW <_< found out I will be spending the night at my Uncle's so only my mom's tablet :(
Darn. But its no implemented yet though.
Oh, it is grayed out xD
Yeah, but it should be cool,eventually with community levels and community highscores...
That would be awesome, I wonder if I could play it on my mom's tablet since it has a keyboard with arrows on it...
Well, he doesn't turn off the game if you are on a mobile device... you should try!
It works!!! I think the clock runs a little fast because I usually get througt the tutorial in ~1:30 and I got throught at 3:00 xD
And the speed isn't that bad at all.
Quote from: alexgt on July 23, 2015, 02:50:25 PM
It works!!! I think the clock runs a little fast because I usually get througt the tutorial in ~1:30 and I got throught at 3:00 xD
And the speed isn't that bad at all.
Awesome! I know on this one computer I played it on, it went super-fast and it wasn't' even winnable O.O
Lol, I think that
@ben_g needs to keep the speed in check somehow :)
WAITth metions work on my mom's tablet O.O I wonder if they are fixed!!!!!
Oh yeah, there was permissions error. I can do it now to
@alexgt
Oh, glad it was fixed xD
Indeed, and I cant wait for the level editor!!!!1
Quote from: Unicorn on July 22, 2015, 04:32:05 PM
I think that'll happen:
[spoiler]
(http://i.imgur.com/3gxpRcl.png)
[/spoiler]
I'm working on it. I was at a scouts camp this week, so there was no progress during that time. It may take a while though.
Quote from: alexgt on July 23, 2015, 02:50:25 PM
It works!!! I think the clock runs a little fast because I usually get througt the tutorial in ~1:30 and I got throught at 3:00 xD
And the speed isn't that bad at all.
The clock should be more or less accurate, since it's based on the system time, not calculated by counting frames. The speed of the game itself can indeed vary though, since it assumes that the screen updates at 60fps. I will fix this when I'm doing the fine tuning at the end of the public beta.
BTW: as you guys mentioned, the game does run on many mobile devices, though it's usually not playable because there often is no keyboard. I'm planning to add on-screen buttons to allow the game to be played trough a touchscreen. I don't know when that will happen though, since it's rather hard for me to debug since I don't own a smartphone.
Nice, I'm still getting around to playing it but that would make me play it sooner.
Yeah I noticed that it worked on mobile, like Lexaloffle's PICO-8 but then I went like "oh wait! How am I supposed to play with no keyboard? XD
Is there a way in games to make the virtual keypad appear on mobile devices? That would not solve the lack of arrows problem, though.
As for game speed, make sure that it's capped, even if it runs a bit slower on older computers and devices. If it's entirely dependent on computer speed and the speed is not capped, then the game will be completely unplayable on computers released in 2021 or later.
Great! I'm looking forward to making levels! A smartphone version would also be nice :)
Quote from: DJ Omnimaga on July 26, 2015, 01:14:29 AM
Yeah I noticed that it worked on mobile, like Lexaloffle's PICO-8 but then I went like "oh wait! How am I supposed to play with no keyboard? XD
In the science museum of Paris there was an info PC which read "Keyboard not found. Press F1 to continue"
Quote from: ben_g on July 25, 2015, 06:19:13 PM
Quote from: Unicorn on July 22, 2015, 04:32:05 PM
I think that'll happen:
[spoiler]
(http://i.imgur.com/3gxpRcl.png)
[/spoiler]
I'm working on it. I was at a scouts camp this week, so there was no progress during that time. It may take a while though.
Quote from: alexgt on July 23, 2015, 02:50:25 PM
It works!!! I think the clock runs a little fast because I usually get througt the tutorial in ~1:30 and I got throught at 3:00 xD
And the speed isn't that bad at all.
The clock should be more or less accurate, since it's based on the system time, not calculated by counting frames. The speed of the game itself can indeed vary though, since it assumes that the screen updates at 60fps. I will fix this when I'm doing the fine tuning at the end of the public beta.
BTW: as you guys mentioned, the game does run on many mobile devices, though it's usually not playable because there often is no keyboard. I'm planning to add on-screen buttons to allow the game to be played trough a touchscreen. I don't know when that will happen though, since it's rather hard for me to debug since I don't own a smartphone.
/me changes system time, laughs manically
By the way, what is the max size of custom levels and is it possible to remove enemies/walls?
Quote from: DJ Omnimaga on July 31, 2015, 10:44:09 PM
By the way, what is the max size of custom levels and is it possible to remove enemies/walls?
The max size of custom levels whatever the maximum string length is that your browser can handle. The limit for uploaded levels is 65kb, which should still be enough for a decently-sized level.
Deleting walls can be done by placing an 'empty space' block on them.
To delete an object, enabling object editing mode by either clicking on the word 'Object' or clicking on the next/previous object arrows. The word "Object" should have a yellow background. Then select the object by clicking on the tile it's placed on (for enemies: click on them, for platforms: click on the leftmost block, for text, click below it's first char). The object will blink to indicate that it's selected. Then press the delete key to delete it.
I'll write a guide for how to use the level editor soon.
For those who missed it on irc: The level editor is still in alpha, so you must use the developement version (http://velocitygames.tk/platformer-dev.php) to use the level editor.
To avoid spam, the level sharing system of the platformer uses Velocity Games forum (http://velocitygames.tk/forum) accounts. To be able to upload a level, post a comment, or rate a level, you must be logged in on one of those accounts. Note that posting on that forum is NOT required, the account system is for safety and ease of programming only, I'm not trying to lure members there.
If that account system is not okay with any of the admins, then please tell me about it and I'll try to find an alternative.
Ah ok. I guess it's good that there's a limit, in case one day you add features to bulk-paste blocks or large areas then someone releases a gigantic level that only runs on quantum computers.
And I see. I was wondering because when I tried deleting enemies by placing something else (there was no option to choose empty space, only enemy, blue square and text), it switched back to enemy. Thanks for explaining. A guide would definitively help I think.
And yeah it's definitively good to not force people to post on a forum in order to allow them to use the level editor. Perhaps it could be required for certain premium features if the game becomes more popular, but otherwise that might not work out well. Another alternative would be to also allow accounts on Cemetech, Omni and CW but that would be very hard to implement and detect and requires you to manually check your inbox and approve accounts.
I played it yesterday :3 I liked the "you have to get here" part in the beginning very much.
Awesome the level auditor is already quite good, in my opinion. But I think I found a bug, I went to the community levels option, then went back to the main menu, but then I couldn't' click on any of the options.
Quote from: Unicorn on August 01, 2015, 08:45:20 PM
Awesome the level auditor is already quite good, in my opinion. But I think I found a bug, I went to the community levels option, then went back to the main menu, but then I couldn't' click on any of the options.
That never happened to me.... It sounds like something crashed though.
Could you inspect element and check for javascript errors? If there was an error, please paste it here.
Ok, I'll check it out if I can reproduce it.
Big update: The level editor is out of alpha. There are still a few unfinished extra's in the community hub, but everything should be stable and reliable enough for the public release now.
The level handling system is now also completely rewritten. It now congratulates you after every level and waits for you to click a button before moving on to the next one. It also gives you the option to return to the main menu there, and when you were playing an online level, it also gives you the options to upvote/downvote that level (in case you haven't voted already), as well as an option to return to the community hub, which will open the page of the level you just played again so you can place a comment if you want.
There is also a guide now that tells you some basic tips for beating the game, and it also explains how to use the level editor.
I hope you'll enjoy this update.
The platformer is now hosted on http://velocitygames.tk/platformer.php , but the old page should redirect you there.
Sounds awesome! I will try it out now ;)
I just made a rudimentary level to experiment and I like the editor so far. It seems to work fine now as well. My only complaint is that it lacks the ability to place multiple blocks while holding down the mouse button, so as a result, when placing many blocks we have to click and click and click and click and click and click and click. Good job so far, though :)
Is it possible to share levels?
Quote from: DJ Omnimaga on September 04, 2015, 05:14:30 AM
Is it possible to share levels?
Certainly. Once you made a level in the editor, save it to one of the 3 save slots. Then, refresh the page, click on Community levels, then click on Your levels. It will list your filled save slots there and give you the option to play your level, upload it to the community levels page, or generate a share code. Share codes don't require registration and don't send anything to the servers, but those codes can get very long and therefore they only work for small levels. To upload your level to the community levels page, you need to be logged in with an account from our forum (this is to prevent spam and to have a fully featured account system without having to program all that myself). Once you're logged in, click the upload link, enter a title and a description, click the upload button, and you should see your level appear on the community levels page.
Awesome! I need to get back into playing that, and its levels!
I want to start making levels but do you use middle click th pan the screen because my chrome book cannot do that <_<
You use the arrow keys to pan the view in the level editor.
There's a link to a guide that explains the basics of the editor below the canvas (as long as you're not in fullscreen mode). I apparently forgot to put the arrow key controls in the guide though, so I'll add that soon.
Thanks ;)
Quote from: ben_g on September 04, 2015, 01:20:35 PM
Quote from: DJ Omnimaga on September 04, 2015, 05:14:30 AM
Is it possible to share levels?
Certainly. Once you made a level in the editor, save it to one of the 3 save slots. Then, refresh the page, click on Community levels, then click on Your levels. It will list your filled save slots there and give you the option to play your level, upload it to the community levels page, or generate a share code. Share codes don't require registration and don't send anything to the servers, but those codes can get very long and therefore they only work for small levels. To upload your level to the community levels page, you need to be logged in with an account from our forum (this is to prevent spam and to have a fully featured account system without having to program all that myself). Once you're logged in, click the upload link, enter a title and a description, click the upload button, and you should see your level appear on the community levels page.
Very cool. Thanks for the tip. :)
The platformer is almost complete!
BTW: im jokeriske from velocitygames :)
Heya Jokeriske and welcome to CW :3=
Great to hear :)
Awesome! I will try it out ;)
And welcome to the forums :)
The platformer wont work on .tk from now on you will have to play it trough the .be version :)
Is it because .tk uses those annoying frame redirects? I tried using .tk with Omnimaga back then and people kept getting logged out after logging in...
its just because we are planning to switch to the .be version, there are some issues with .tk version so we bought a very very cheap domain name
Well, .tk is not known to be very stable. In 2004 and 2010 dot.tk had severe downtimes, often leading to 40-70% uptime. Plus domain names expired after 90 days without enough traffic nor activity IIRC.
Also that reminds me, have you gotten to contact the author of that one clone of your platformer on Gamejolt? I remember someone posted a link to that game there and it seemed extremely similar to your game.
yes ben did contact him, he said he didin't knew about his game, wich i personally dont believe but if he says so , he said if his game is complete he will be crediting Ben.
Heres the source : http://gamejolt.com/games/the-hard-platformer/112556
Quote from: Jokeriske on March 16, 2016, 11:53:09 AM
yes ben did contact him, he said he didin't knew about his game, wich i personally dont believe but if he says so , he said if his game is complete he will be crediting Ben.
Heres the source : http://gamejolt.com/games/the-hard-platformer/112556
I'm also not 100% sure about it either, but since I'm against the extreme copyright actions many big corporations take (like always online DRM for singleplayer games, games actively blocking the steam sharing feature, the company behind the 'Pixels' movie attempting to send DMCA requests to every single video on the internet with the word 'pixel' in it, ...). Because of that, I'd rather let 1000 people copy or steal my game, than to take down the game of 1 innocent person. So as long I'm not absolutely 100% sure it's stolen, I'm not going to request it to be taken down.
The concept is very simple, it's not unthinkable that someone came up with something very similar by himself.
Yeah copyright-not(C) companies are quite irritating at times, and sadly, there are invidivuals in the community who tried to adopt such practices in recent memories, which we tried to discourage (maybe successfully?). Protecting our work is a must, though. I guess at some point you could check the source code in case.
Also it's a good idea to put your game under a good license, same for the source.
On a side note, have you made any progress on this platformer, such as new additions?
I thought it was finished? ???
And that he's working on a v2(a hopefully easier v2), I would guess it's complete.
Oh I don't remember. I thought that it was near complete but that some pre-made levels still needed to be added. But again, now that Jokeriske is working on v2 I assume that this platformer has now been replaced.
It's still on the site, so I'm not sure. The v2 hasn't been mentioned on Velocity.
The V2 is Jokeriske's version, which will be basically a completely different game based on the same concept (but with slightly different mechanics).
It's not meant to replace the first platformer, and both games will still recieve updates. (We may have to change the name to avoid confusion though)
The V2 is already online on our website, but currently hidden from the public untill a later update, since it's still quite incomplete and glitchy.
Aah I see now. I thought it was a major upgrade. Glad that there will be two games. Also yeah, I don't think the games should be called "Platformer". :P
By the way
@ben_g and
@Jokeriske (whoever is in charge of this): I can't seem to move anymore in the current version. Left and right arrows do nothing and only the jump key (up arrow) works :( (tested in Opera 36)
Since all arrow keys are handled in the same way, I have no idea what could cause that. Does it act the same in other browsers on your conputer? Regardless, I'll look into it when I have time.
I tried in Firefox and Chrome as well and I have the same problem. I also tried the game in fullscreen mode and still the same problem. By the way, this is the web version at http://velocitygames.be , not the Facebook one that Jokeriske posted about on his FB wall the other night.
So the facebook version does not have that problem? That's weird, since apart from the code that calculates the size of the canvas and the code that shows the community/level editor buttons, the code is exactly the same.
I didn't try the facebook version, because of this:
QuoteVelocitygames Platformer will receive the following informations : your public profile, your friend list and your e-mail.
EDIT: Actually nevermind, it looks like I can disable the last two, so I just tried the FB version now. I still have the same problem (left/right arrows won't do anything)
Quote from: DJ Omnimaga on April 18, 2016, 04:12:13 PM
I didn't try the facebook version, because of this:
QuoteVelocitygames Platformer will receive the following informations : your public profile, your friend list and your e-mail.
Those are the standard facebook app permissions. I'll change them as soon as I find out how. Currently, the plans are to let facebook users choose a nickname when they first open the game and give them a default avatar, but we may also use their profile pic as avatar and their first name as nickname. We don't need the friend list and email adress at all, and we also don't store any information about it on our server (though eventually, if we'd decide to use the name and profile picture from facebook, names and URLs to profile pictures may get cached on the server to decrease API calls and to make everything load faster, which currently already happens with gamejolt accounts).
Ah ok. My main worry was that most Facebook games will spam invites to all my friends as soon as I start playing without my consent.
Quote from: DJ Omnimaga on April 18, 2016, 04:28:09 PM
Ah ok. My main worry was that most Facebook games will spam invites to all my friends as soon as I start playing without my consent.
Feel free to not use the facebook version if you don't trust it, but if we ever implement a system that can post messages on the accounts of users, it will
only do that if the user explicitely asked for it. The platformer on the website will still remain the main focus (and I'll probably even alter the facebook version some time to make it use the same javascript as the version on our website), so you can just keep playing that version. The gamejolt version just iframes the platformer on our website, so it will keep being updated as well.
No functionality of that kind is currently planned though, and the platformer currently doens't even recieve permission to use that part of the API.
Yeah I know. I just thought that it was Facebook that made apps send notifications, not the apps authors themselves.
Does it work now?, Yeah we just put it on FB to test out how the integrations actually works, (could be usefull for next releases)
It seemed to work the last time I checked at least. :)
We should update this topic :P it still contains old links, i cant edit them otherwise i would
I've changed the .tk into .be in the first post. I currently don't have time to check all pages for invalid links because of thesis and stuff, but feel free to let me know if something still needs to be updated.
Quote from: ben_g on May 15, 2016, 02:08:52 PM
I've changed the .tk into .be in the first post. I currently don't have time to check all pages for invalid links because of thesis and stuff, but feel free to let me know if something still needs to be updated.
alright :D
On a side note, if you were using dot.tk service, then good move to have switched away from them, because I used them in 2004 and many people used them in 2010-11 and the uptime was absolutely terrible. (it depends which year)
Quote from: DJ Omnimaga on May 23, 2016, 08:46:09 PM
On a side note, if you were using dot.tk service, then good move to have switched away from them, because I used them in 2004 and many people used them in 2010-11 and the uptime was absolutely terrible. (it depends which year)
yeah, we are going to try to do everything by ourselfes, hosting and developing our websites :)
dot.tk was actually a domain name service but when I last used it, it only supported redirects. Later it supported using the domain name on websites, but I think their nameservers or DNS stuff were just terrible, so half of the time websites located on .tk domain names would never load at all. But I guess that's the price to pay for free services. Also they had a policy about how domain names were deleted if the site had less than 45 visitors per month or so, which I had an hard time getting at first back then.
Quote from: DJ Omnimaga on May 26, 2016, 03:01:43 AM
dot.tk was actually a domain name service but when I last used it, it only supported redirects. Later it supported using the domain name on websites, but I think their nameservers or DNS stuff were just terrible, so half of the time websites located on .tk domain names would never load at all. But I guess that's the price to pay for free services. Also they had a policy about how domain names were deleted if the site had less than 45 visitors per month or so, which I had an hard time getting at first back then.
we bought our domain name from trans ip , it was like 2 euros for 1 year, the only expensive thing was our email systems.
yeah we get more then 100 visitors each day so that was not the problem at dok.tk
Ah ok. Hopefully you won't have issues with the domain name you use now.
Actually, the .tk domain didn't give us issues either. We mainly decided to switch to .be because .tk is often not trusted (since it's a free TLD, they have significantly more spam content) and because free .tk domains are basically just 'borrowed', they're not seen as yours.
Ah right, I forgot that back then, .tk domain names were often blocked at various places.