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That's awesome! Definitely "port" each of your games so far to HTML5 (it should be all of a single button press to work) and re-upload them! I've had Windows download-only games before on itch, and when I add an HTML5 build there's usually a bit of a boost in players if tagged correctly, though of course it's best to have HTML5 up from the start. To build for HTML5, Clean the project (brush icon by the play button) to ensure nothing wigs out with the texture page (HTML5 is the finickiest of all target platforms for any game engine), then change Target in the top-right corner to HTML5. I keep a blank folder on my computer desktop called HTML_Temp. When you build executable for HTML5, you need to select a folder and because of JavaScript or whatever (at least on my Windows machine), so I select that desktop folder. Then inside that folder, you'll find an index.html file and some adjacent data. Select all of that, right-click, and select Send to -> Zip file. Change the zip file to something distinct. For my Windows builds, I call the executable zip files GameName_vXXX.zip, and I just call the HTML zip files GameName_HTML_vXXX.zip. But do whatever works for you. In Itch change your project to be playable in-browser, upload the HTML5 zip, and select that file to be played in browser. That should do it! It's not too complicated but it was annoying for me to figure out for the first time by myself, so hopefully that helps haha...

Some additional tips with HTML5:

  • As I mentioned in Discord with my code snippet, never run the game_end() function for HTML5. It kills the web app and is dumb... Just make the game revert back to a quiet landing page or main menu if you have to.
  • You can check if the game is currently running in a browser with: if os_browser == browser_not_a_browser
  • Audio is super finicky in JavaScript/HTML5, so look up the audio_system_is_available function in the GameMaker docs. They have a code snippet you can pretty much just copy-paste and will fix your audio. I use an alarm to run that code every 15 or 30 steps in a 60 FPS game. My Sunny New Year game is open source as well... While the code for that game is not good because it was a rushed Trijam game, you can download it and look at my code if you like.
  • HTML5 is prone to be the slowest of all target platforms, which is kind of a good thing honestly... It forces you to optimize your game and not waste a bunch of memory/space. Don't use massive rooms with hundreds of objects, create objects procedurally, disable them when they're outside the game view, etc. But that's optimization stuff you probably won't have to worry about until later when you're making bigger games :) 

I don't know about that with cameras... I always use cameras and don't have an issue :/

Though there was a bug with a camera function with an HTML5 export once, but I reported that to YoYo Games and they fixed it. Make sure to use the YoYo Games forum and report bugs when you find them and you're sure it's a bug with the engine/docs. They're super nice about it in my experience and fix it quickly.

Yeah, it's not a huge deal. I currently work at the UNLV International Gaming Institute, actually, which does casino gaming stuff in Las Vegas, Nevada. Our program generates new casino gaming ideas and patents them, as that's how the casino industry operates funnily enough, and I build prototypes and apps of the game ideas so we can demo them. I used to do more traditional video gamey work, and I still do on the side sometimes, and probably will do more in the future. Because all the games are 2D, I prefer to use GameMaker Studio 2 for my work. I build them all cross-platform for Windows, Android, and Amazon Fire primarily. It's also good because GameMaker doesn't hold any control over the games made in it, they don't charge a fee over time or take a cut like Unity and Unreal, so it's better financially.