Category Archives: Development/RTsoft

Random stuff I’m working on.

Seth answers Growtopia questions (FAQ)

What is a F.A.Q.?

It means frequently asked questions.  It’s a single webpage that I can direct people to for detailed answers to common questions.  I also have one for my BBS games here which I sold to another company.

I’ll update it to modify and add questions as needed. (last updated 8/17/2020)

Why did you sell Growtopia in 2017?


I can only speak for myself for all of these answers, but after four years Growtopia had gotten too big. Too many players, not something I’d ever consider a problem before it happened.

While we were able to hire great customer support folks, it was still only Hamumu and myself developing and running the game.  

We were stretched too thin.  When you’re taking money for a product, you have a responsibility. 

The legal responsibility grows proportionally to your player count and how much they’re spending.  Too much cash was being spent for us to claim ignorance if something went wrong.  

What if a backup failed?  What if we screwed up on COPPA compliance?  The excuse of “hey, we’re just two people” wouldn’t cut it anymore.

The pressure builds.  After four years of running Growtopia I started to have regular nightmares, usually involving backups failing during a rollback or other server problems.

In the end, selling the game meant it could continue to see new features and grow, without us having to become bosses and have employees and all that, things we never wanted.

We got to use the profit from the sale to remain small and happy indies that can work on what we want, when we want.

In my experience that’s extremely rare you get a chance like that so I feel really lucky it worked out.


Would you ever come and work on the game as a real dev?

No. Assuming I was ever asked, I couldn’t accept the job.

Working on an MMO is not something you can do part time, you have to eat and breath it and get woken up by alarms at 3 AM when something breaks.

My life has changed now, less stress and very different kinds of challenges including running a cafe and hotel with Akiko. (Hotel? Well, er, it’s only one (amazing) room, but we are officially licensed as both a restaurant and hotel)

Growtopia is being ruined!

Ok, that’s not really a question but it’s something people say to me sometimes, especially when the server is down.

People tend to remember the positives of history rather than the negatives.  But if you go back to the forums there was no time after the first year we ran the game there were not “Growtopia is ruined and dying now” threads being made.

The life of this kind of game is all about change – breaking, fixing, adding, and very little removing.

The bigger the change or addition, the greater the risk.  The more systems piled on top of each other it is increasingly challenging it is to keep it all running smoothly. I have a lot of sympathy for the developers as I know their pain. :)

I hope they succeed and the game runs forever but there isn’t really any kind of comment I can make on this kind of thing, especially since I don’t play much or know what the issues are.

If the game isn’t for you, try something else for a while, it’s perfectly normal and ok to get tired of a game and bounce around.


I was banned for no reason, please help me by contacting Ubisoft

Sorry I can’t.  I don’t have access to the logs or support system, I’m the wrong person to ask. 

It would be really awkward if I was trying to do any kind of modding while not actually on the support team!

You need to go through the normal Growtopia help channel here.

Do you still play GT?  Can you sign my board?  Take a selfie with me in the game?

This is kind of complicated to answer.  Currently my @Seth account remains completely locked (even from me) unless I specifically ask for it to be unlocked for a period.  I like it this way.

The reasons for this are: security (it’s VERY bad if this account gets hacked), performance (if people see I’m online, they ALL msg me at once, can cause problems), and also something I call “the rumor wildfire” – sometimes a rumor starts that a hacker is using my account and mods and support gets flooded with emails about this emergency – so it’s important that they know in advance when I’ll be online.


So in the end, I almost never ask that my account be unlocked because it’s a hassle for everybody and I don’t want to cause any trouble.  (Ubisoft has been very cool about it, but I still feel bad)

I tried using another account but.. Mehhh, it’s just not the same.

It’s pretty rare that I login these days for anything other than P.A.W. for reasons stated above.  

However, if I’m online in the game I will make every effort to accommodate those kinds of requests, I use /rgo a lot.


Note: One of the conditions of the sale was nobody would ever pretend to be us, so if you ever see @Seth or @Hamumu talking to you, it’s really us!

Are you annoyed that every tweet or video you make has Growtopia related comments and questions on it?


The truth is I’m really not.  It’s proof that we made a big impact in people’s lives.  I hope nobody forgets our work on old school GT and I appreciate those players because without them I’d likely still be sweating over contract work instead of enjoying the freedom I do now.

I do feel bad if someone I replied to on Twitter gets a lot of GT related stuff they didn’t want though (they probably don’t even know what GT is!), and if I reply it makes it worse, so just tweeting at me (or emailing) directly is the best way to go for a GT related question that isn’t answered here.

Will you give me DLs and make me a mod so I can stop casinos?

No I can’t.  I’m not a GT mod or dev anymore, I’m just a player like you.  

By the way, my own kid would DEFINITELY ask developers of Fortnite for vbucks and skins before even saying hello, so I totally understand why younger players ask me that question.  I can’t ever actually say yes though.

Will you make another MMO?

No plans right now.

Can you try to buy back Growtopia?

No, I mean, even if it was for sale and I could afford it, I don’t want to run it again for the reasons mentioned above.  

Maybe in twenty years ask me again though. :)


Will you be in GT during Player Appreciation Week 2020, whenever that is?

Yep, I’ll be there and using /rgo like a madman so feel free to msg me if you see me!

When will <insert thing> be fixed or <insert thing> be added?

Sorry, I don’t know the answers to that kind of thing.

If I see the @Seth account online, is that you?

In most cases yes, but keep in mind this account may be logged on for maintenance reasons by GT staff. (To stop small locks from decaying, for example)

How were the original mods chosen?

Some were carried over because they were trusted mods in my other game Tanked, some were hand picked by me. In later days they were probably mostly suggestions from existing mods or chosen by Solorian. I can’t remember Hamumu ever picking a mod but maybe I’m forgetting.

Why don’t you wear clothes

Bodies need to breathe! Oh you mean in the game? I had the look (the cape, etc) early on and it just sort of stuck.

Oh, you know what, it was originally for a kind of super-hero alter ego I would use called “Heroman” who would run around punishing scammers but maybe I got tired of changing the clothes and just left it on. That’s why the item’s name is “Heroman Cape”.

Technical questions about servers: Were they run in RAID?

Yes, Growtopia’s server used custom picked super fast PCIe SSD raid arrays. Of course I can’t speak to the current technology state or challenges, only what we were using in 2017 and earlier.

How much did you sell GT for?

Er, I avoid answering this because it might fall within an NDA I signed, not sure. However, I’m pretty sure the number is just sitting there in the Ubisoft 2017 public financials so you might be able to figure it out.

Where did you get the music and sound effects?

Both Hamumu and I used a lot of sounds (and music) from our older games as well as new ones. (Some licensed, some created by us) As for music, Cory Mollenhour was commissioned to do the main Growtopia soundtrack. When characters talk it’s usually Hamumu’s voice.

Is there any update you regretted making? Or wish you could change how it worked entirely?

Not really, but I was worried about the vending machine update. I knew it would fundamentally change the game and giant vending machine worlds would replace “trade worlds” where people communicated more. In the end I guess it did, but it wasn’t necessarily a bad thing.

I was against a global market method of buying/selling items for the same reasons. (that’s a feature that never made it in)

What did Hammu do after and do you still talk?

He’s still making great games, go play Robot Wants It All, it’s packed full of Hamumu-humor goodness.

Yes we still talk occasionally. Well, if text counts as talking, but that’s how we always communicated, we never liked meetings or phone calls!

How’s Cosmo doing, does he still play Growtopia?

He doesn’t play these days but there was a time when he and his friends from school were addicted. That’s never happened with any of my other games.

Over the years “Little cute sweet Cosmo” changed into “studies too much math genius teenager Cosmo” who is great in a different way but I’ll never forget this little guy:

Dang, just teared up posting this pic.

Even more stuff to read

If you got this far, why not go all the way and read this stuff too:

Two guys made an MMO – The Growtopia postmortem (2013)

Seth’s old Growtopia question/answer forum thread (2014)

Unity editor script: No BS Cut and Paste

As far as I can tell, Unity doesn’t offer a way to drag an object around the hierarchy in the editor (moving it to a new parent) without also modifying its local transform to keep the rotation/position in the same final worldspace/orientation as before.  (The default copy/paste options have the same issue too)

Sometimes you absolutely don’t want this and I got tired of using work arounds so made this simple script that adds an additional “no frills” cut and paste option to the editor that can be used instead.

To install:  Download NoBSCutAndPaste.cs and put it in any folder named “Editor” that is in your Unity project’s assets folder.  (The “Editor” folder being in a sub-folder is also ok)

Notes:

  • No multi-select, only works on a single object (which can contain sub-objects)
  • Nothing actually happens until you paste a gameobject (it isn’t actually moved until then)
  • If you paste without an object selected, it will be moved to the hierarchy root
  • Undo doesn’t work for this cut and paste
  • (barely) Tested with Unity 2019.3.2f1

The file above is this:

/*
 
 Name:  Cut and paste without changing shit
 Release Date:  2/25/2020
 Version: 1.0
 Credits: Written by Seth A. Robinson except where otherwise noted
 License: No rights reserved, do whatever with it

 Description:

 In the Unity editor, if you drag gameobjects around in the hierarchy, their local position and rotation will be modified so they end up in
 the same final rotation/world position as they had before.  This adds an option so you can do a "pure" cut and paste without that silliness.

 To use:

 Make a folder called "Editor" somewhere in your assets folder (or a subfolder of it) and put this file in it.

 If you right click a gameobject in the editor hierarchy, you should now see two new options "Cut without changing shit" and
 "Paste without changing shit".  Using those you can move an object without Unity modifying its local transform like it normally does.

 Notes:

- No multi-select, only works on a single object (which can contain sub-objects)
- Nothing actually happens until you paste a gameobject (it isn't actually moved until then)
- If you paste without an object selected, it will be moved to the hierarchy root
- Undo doesn't work for this cut and paste
- (barely) Tested with Unity 2019.3.2f1

 www.rtsoft.com
 www.codedojo.com

*/

using UnityEditor;
using UnityEngine;

public class NoBSCutAndPaste
{
    static GameObject _tempObj;

    [MenuItem("GameObject/Cut without changing shit (Shift-Ctrl-X) %#x", false, 0)]
    static void CutWithoutChangingShit()
    {
        var go = Selection.activeTransform;

        if (go == null)
        {
            EditorUtility.DisplayDialog("Woah!", "First click on a gameobject in the hierarchy!", "Ok");
            return;
        }

        var s = EditorWindow.focusedWindow.ToString();

        if (EditorWindow.focusedWindow.ToString() != " (UnityEditor.SceneHierarchyWindow)")
        {
            EditorUtility.DisplayDialog("Woah!", "Don't use the 3D window, click on the gameobject in the hierarchy tree instead before doing cut/paste.", "Ok");
            _tempObj = null;
            return;
        }

        _tempObj = go.gameObject;

        Debug.Log("Cutting" + _tempObj.name+ ", now choose Paste without changing shit");

    }

    //This part by Jlpeebles taken from https://answers.unity.com/questions/656869/foldunfold-gameobject-from-code.html
    public static void SetExpandedRecursive(GameObject go, bool expand)
    {
        var type = typeof(EditorWindow).Assembly.GetType("UnityEditor.SceneHierarchyWindow");
        var methodInfo = type.GetMethod("SetExpandedRecursive");

        var window = EditorWindow.focusedWindow;

        methodInfo.Invoke(window, new object[] { go.GetInstanceID(), expand });
    }

    [MenuItem("GameObject/Paste without changing shit (Shift-Ctrl-V) %#v", false, 0)]
    static void PasteWithoutChangingShit()
    {

        if (_tempObj == null)
        {
            EditorUtility.DisplayDialog("Woah!", "Nothing to paste.  Highlight an object, right click, and choose 'Paste without changing shit' first.", "Ok");
            return;
        }

        if (EditorWindow.focusedWindow.ToString() != " (UnityEditor.SceneHierarchyWindow)")
        {
            EditorUtility.DisplayDialog("Woah!", "Don't use the 3D window, click on objects in the hierarchy tree instead before doing cut/paste.", "Ok");
            _tempObj = null;
            return;
        }

        var go = Selection.activeTransform;
        if (go == null || go.gameObject == null)
        {
            Debug.Log("Pasting " + _tempObj.name + " without changing its local transform stuff.  (Pasted to root as a gameobject wasn't highlighted to parent it to)");

            //Move the object to the root
            _tempObj.transform.SetParent(null, false);
            _tempObj = null;
            return;
        }

        Debug.Log("Pasting " + _tempObj.name + " under "+go.gameObject.name+" without changing its local transform stuff.");
        _tempObj.transform.SetParent(go.transform, false);
        _tempObj = null;

        SetExpandedRecursive(go.gameObject, true);
    }


    /*
     //In theory this would grey out the paste option when it wasn't valid, but due to Unity weirdness it only works in the "GameObject" drop down, not the right
     //click context menu on the hierarchy.  Better to not have it on as it just looks like it doesn't work when using from there.

    // Note that we pass the same path, and also pass "true" to the second argument.
    [MenuItem("GameObject/Paste without changing shit (Shift-Ctrl-V) %#v", true)]
    static bool PasteWithoutChangingShitValidation()
    {
        // This returns true when the selected object is a Texture2D (the menu item will be disabled otherwise).
        return _tempObj != null;
    }

    */

}
 

Door game source code release – RTReader

Many moons ago I made a door game scripting engine that read “ref files” (short for reference, I think) to control  what the users see.  Later, this reference file system was used as the base for LORD 2: New World.

Someone asked me today for the source and as I don’t think there are any legal entanglements with releasing this, here ya go.  (About the LORD/TEOS/LORD2 source, I’ve been trying to buy back the rights forever so I can legally release them too)

RTReader V??? source code (probably incomplete and can not actually be compiled, written in Turbo Pascal 6, requires Scott M. Baker’s door driver)

Note:  Does anybody perchance have the RTReader door game .zip file I distributed back in the day?  I think it was a weird kind of “RTsoft company update and virtual interview with Seth” thing, please drop a comment if you know where to find it, thought it might be good for a laugh. My google-fu failed.

UpdateHere is the RTReader thing I was talking about (Thanks Jay).  I’ve packaged it with DosBox, just click play.bat and it will run.

It’s just as hilarious and bad as I expected, complete with tons of misspellings and random things such as a virtual interview and a “game” that ends with a madlibs style story.   It calls itself “Bloody Claw Newsletter Issue 2 from June, 1995”.  So there must be an “issue 1” out there somewhere?  Did an issue 3 ever make it out the door? Hrm.

Here’s a Chrome extension that scrapes Sony’s website to get a list of owned Playstation games

If you’ve ever wanted a list of your digitally purchased/downloaded Playstation games (I have over 500 <sigh>) I wrote this chrome extension that can do it as a test for something else.

It’s crap because it will break if the Sony site changes at all, as well as missing games that weren’t purchased digitally (disc games, for example) but hey, here it is.

Click here for Github source & install/usage instructions

The data it creates is in json format and looks like this:

"games": [
    {
      "title": "Judgment",
      "Size": "30.75GB",
      "PurchaseDate": "7/4/2019",
      "Platforms": [
        "PS4"
      ],
      "productID": "UP0177-CUSA13186_00-JUDGMENTRYUGAENG"
    },
    {
      "title": "Borderlands: The Handsome Collection",
      "Size": "28.64GB",
      "PurchaseDate": "7/4/2019",
      "Platforms": [
        "PS4"
      ],
      "productID": "UP1001-CUSA01401_00-BORDERLANDSHDCOL"
    }, ... and so on

If I cross referenced it with trophy data it would be more accurate.  If anyone knows a better way to get at this data (one that doesn’t break if the user isn’t using English for example…) please let me know.

No plans to add anything else to this but  wanted to throw up a post about it so anybody else working on something similar could find the source if needed.

Universal Game Translator – Using Google’s Cloud Vision API to live-translate Japanese games played on original consoles (try UGM yourself!)

 

In a hurry? Download link for the program is here.  Edit config_template.txt for directions on setup, it’s kind of tricky.  Only runs on Windows right now.  (Github source)

Why I wanted a “translate anything on the screen” button

I’m a retro gaming nut.  I love consuming books, blogs, and podcasts about gaming history.  The cherry on top is being able to experience the identical game, bit for bit, on original hardware.  It’s like time traveling to the 80s.

Living in Japan means it’s quite hard to get my hands on certain things (good luck finding a local Speccy or Apple IIe for sale) but easy and cheap to score retro Japanese games.

Yahoo Auction is kind of the ebay of Japan.  There are great deals around if you know how to search for ’em.  I get a kick out of going through old random games, I have boxes and boxes of them.  It’s a horrible hobby for someone living in a tiny apartment.

Example haul – I got everything in this picture for $25 US! Well, plus another $11 for shipping.

There is one obvious problem, however

It’s all in Japanese.  Despite living here over fifteen years, my Japanese reading skills are not great. (don’t judge me!) I messed around with using Google Translate on my phone to help out, but that’s annoying and slow to try to use for games.

Why isn’t there a Google Translate for the PC?!

I tried a couple utilities out there that might have worked for at least emulator content on the desktop, but they all had problems.  Font issues, weak OCR, and nothing built to work on an agnostic HDMI signal so I could do live translation while playing on real game consoles.

So I wrote something to do the job called UGT (Universal Game Translator) – you can download it near the bottom of this post if you want to try it.

Here’s what it does:

  • Snaps a picture from the HDMI signal, sends it to google to be analyzed for text in any language
  • Studies the layout and decides which text is dialog and which bits should be translated “line by line”
  • Overlays the frozen frame and translations over the gameplay HDMI signal
  • Allows copy/pasting the original language or looking up a kanji by clicking on it
  • Can translate any language to any language without needing any local data as Google is doing all the work, can handle rendering Japanese, Chinese, Korean, etc  (The font I used is this one)
  • Controlled by hotkeys (desktop mode) or a control pad (capture mode, this is where I’m playing on a real console but have a second PC controller to control the translation stuff)
  • (Added in later versions) Can read the dialog outloud in either the original or translated language
  • Can drag a rectangle to only translate a small area (Ctrl-F10 by default)

In the video above, you’ll notice some translated text is white and some is green.  The green text means it is being treated as “dialog” using its weighting system to decide what is/isn’t dialog.

If a section isn’t determined to be dialog, “Line by line” is used.  For example, options on a menu shouldn’t be translated all together (Run Attack Use Item), but little pieces separately like “Run”, “Attack”, “Use item” and overlaid exactly over the original positions.  If translated as dialog, it would look and read very badly.

Here are how my physical cables/boxes are setup for “camera mode”. (Not required, desktop mode doesn’t need any of this, but I’ll talk about that later)

Happy with how merging two video signals worked with a Roland V-02HD on the PlayStep project, I used a similar method here too.  I’m doing luma keying instead of chroma as I can’t really avoid green here. I modify the captured image slightly so the luma is high enough to not be transparent in the overlay. (of course the non-modified version is sent to Google)

This setup uses the windows camera interface to pull HDMI video (using Escapi by Jari Komppa) to create screenshots that it sends to Google.  I’m using an Elgato Cam Link for the HDMI input.

Anyway, for 99.99999999% of people this is setup is overkill as they are probably just using an emulator on the same computer so I threw in a “desktop mode” that just lets you use hotkeys (default is  Ctrl-F12) to translate the active Window. It’s just like having Google Translate on your PC.

Here’s desktop mode in action, translating a JRPG being played on a PC Engine/TurboGrafx 16 via emulation. It shows how you can copy/paste the recognized text if want as well, useful for kanji study, or getting text read to you.  You can click a kanji in the game to look it up as well.  (Update: It now internally can handle getting text read as of V0.60, just click on the text.  Shift-Click to alternate between the src/dest language)

Try it yourself

Before you download:

  • All machine translation is HORRIBLE – this is no way replaces the work of real translators, it’s just (slightly) better than nothing and can stop you from choosing “erase all data” instead of “continue game” or whatever
  • You need to rename config_template.txt to config.txt and edit it
  • Specifically, you need to enter your Google Vision API key.  This is a hassle but it’s how Google stops people from abusing their service
  • Also, you’ll need to enable the Translation API
  • Google charges money for using their services after you hit a certain limit. I’ve never actually had to pay anything, but be careful.
  • This is not polished software and should be considered experimental meant for computer savvy users
  • Privacy warning: Every time you translate you’re sending the image to google to analyze.  This also could mean a lot of bandwidth is used, depending how many times you click the translate button.  Ctrl-12 sends the active window only, Ctrl-11 translates your entire desktop.
  • I got bad results with older consoles (NES, Sega Master System, SNES, Genesis), especially games that are only hiragana and no kanji. PC Engine, Saturn, Dreamcast, Neo-Geo, Playstation, etc worked better as they have sharper fonts with full kanji usually.
  • Some game fonts work better than others
  • The config.txt has a lot of options, each one is documented inside that file
  • I’m hopeful that the OCR and translations will improve on Google’s end over time, the nice thing about this setup is the app doesn’t need to be updated to take advantage of those improvements or even additional languages that are later supported

After a translation is being displayed, you can hit ? to show additional options.  Also, this is outdated, use the real app to see the latest.

Misc videos of features

Latest changes

10/31/2021 – V0.72 Beta

This release is bugfixes and new features to support using UGT in tandem with other translation software that work with clipboard data.

  • FEAT: Can now disable translations completely (useful if you only want the OCR features) – set the active language to “00”. Config text file has an example showing how to do it
  • FEAT: Added “Invisible mode (no overlay)” checkbox to the in-app options, if checked, UGT won’t actually overlay anything over the game. (it will look like it’s not doing anything, but as long as you’ve selected to put the text on the clipboard in the config.txt, this should work for people who are using another app to view the pre or post translations)
  • BUGFIX: Export to html handles line-by-line correctly
  • When copying things to clipboard, no longer includes the extra whitespace or last CR. Hm, or did we want the last CR? Oh well, let’s try this (jotumn)
  • BUGFIX: Fixed freeze/crash that happened when Google processes text as upside-down (Meerkov)
  • Added deepl_api_url config.txt setting, allows you to switch to the paid URL if needed.  Previously it just would give a wrong URL error if you used the paid version, oops. (RandomTemere)
  • Pre-translated text blocks are now colored similar to post-translated text (ie, green for dialog), was kind of confusing that they weren’t before.

11/01/2021 – V0.73 Beta

  •  BUGFIX: UGT screen shouldn’t be able to end up off the screen in an unusable position. Sometimes it takes two clicks to fix so it’s still slightly sketch though (Cloudstrifeff7)
  • Now adding spaces in “dialog” mode text at a CR even when Google thinks it’s a continuation of a word, Google seems to be wrong a lot, so hopefully this is overall better. (no change for asian languages) (Cloudstrifeff7)
  • BUGFIX: Alt-tabbing and opening UGT’s main menu no longer causes it to forget the last custom rect scan area set (Cloudstrifeff7)

11/07/2021 – V0.74 Beta

  • BUGFIX: Fixed ugly bug with the hotkey system creating non-functional duplicates, not sure if it broke anything big but it can’t be good
  • BUGFIX: Changed timing so it doesn’t sometimes cause weird laggy behavior in Windows 11, probably helps with earlier versions too
  • Now gives a nice message if a hotkey can’t be registered with instructions on why and how to fix it (Cloudstrifeff7)

(Older history moved here, was getting outrageously long)

Download

NOTE FOR UPGRADING: It’s recommended to start with the config_template.txt again, just copy over your google API key and rename it config.txt again.

Download Universal Game Translator for Windows (64-bit) (Codesigned by Robinson Technologies)

Get an error about DXINPUT_1.dll missing?  Please install The Microsoft DirectX® End-User Runtime

This is an open source project on Github

Conclusion and the future

Some possible upgrades:

  • A built in Kanji lookup also might be nice,  Jim Breen’s dictionary data could work for this.
  • My first tests used Tesseract to do the OCR locally, but without additional dataset training it appeared to not work so hot out of the box compared to results from Google’s Cloud Vision.  (They use a modified Tesseract?  Not sure)  It might be a nice option for those who want to cut down on bandwidth usage or reliance on Google.  Although the translations themselves would still be an issue…

I like the idea of old untranslated games being playable in any language, in fact, I went looking for famous non-Japanese games that have never had an English translation and really had a hard time finding any, especially on console.  If anyone knows of any I could test with, please let me know.

Also, even though my needs focus on Japanese->English, keep in mind this also works to translate English (or 36 other languages that Google supports OCR with) to over 100 target languages. 

Test showing English being translated to many other languages in an awesome game called Growtopia