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Thank you all for the great tips. Guessing Godot should work for WebGl? I always could try rpg maker for it to but I rather learn Godot and not rely on a system that's 90% built

Publishing to webGL (or mobile) is often a bit stricter than to desktop (e.g. case sensitivity on filenames and other quirks around the filesystem).

Are you coding in C# or in gdscript? Not wanting to be a downer but it seems Godot still doesn't support webGL builds in C# :/
https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html

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Godot allows exporting for the browser as long as you're choosing in GDscript. We did this last year using the html export option. (Documentation link: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html and if you'd prefer a video we found this one to be good during the jam last year:

)

One thing I'd recommend is to instantiate any special effects, etc. in the background of a loading screen for your levels as otherwise there will be a small lag the first time the player encounters them in the game. This doesn't happen with downloadable exports, only the browser version.

Have fun! And try to plan something small and simple, get that working, and then add in any of the fancy stuff afterwards. Just focus on trying to get something that you can turn in without running out of time.

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I plain on using GDscript. I dipped my toes a little bit into it but nothing more than the extremely early steps. Hopping doing these jams well help force me to learn more.