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Yeah, I tried a lot to make it work in web. Sadly all the shaders I wrote for the card effects break on web export with godot. I couldn't find a way to make it work with the limited time. I should've tested the game on web right from the start so that I could've designed it in a way that it works on web. 

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I had this issue too, then I realized, WebGL build actually might be using the Mobile pipeline settings files when it exports, so any shaders you may have had for it aren't being added! (especially if its post-processing render features etc)

For mobile export I conditionally changed which render data file was being used, and added specific mobile and desktop render features to be used. Hope it helps.

Edit: However, I used unity, so maybe GoDot is totally different, my bad.

Thank you for the tips. The render pipeline itself is fine I think. It has to do with some features I used which doesn't support very well in webgl. And honestly, now I don't really want to spend so much time fixing it. In the end, these web optimisation skills are of no use, right? since most of us will be publishing our actual game on steam, and not on web.

True, but also WebGL is a great platform in terms of ease of use, so it's still worth learning!