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Troubles in adding a web version of the demo in my game's page

A topic by Tenkarider created 18 days ago Views: 234 Replies: 6
Viewing posts 1 to 3

Hi! So today i tried to build a WebGL Unity build of my game (The Rogue of Nexus), it contains the index file, it has been zipped propertly, following the steps. Then i sent it to my publisher (PowerUp Team is the name that can be found on itch) which made the actual page of the game.

I was expecting that at that point, when updating the new file, in the upload it would display the checkbox to select "This file will be played in a browser", but that box won't show up.

Why it doesn't show? The game has been released several months ago, as download, both for the demo and the purchased full version. What i wanted is to add also web browser version of the demo, while keeping the download options at the same time.

The page hasn't born as a web browser release, but i heard that it's not supposed to be a problem change an existing project in order to allow that extra option.

Hope you can help!

Moderator

But did you set the game type to HTML first?

I doubt it has been done in the original release, since there was no web option

I have a couple of questions then:

1 - Can i change the game type to HTML in the already existent page?

2 - If i can do it, what will happen to all the current contents inside the page? They stay as before or they get messed up or something?

Moderator(+1)

I'm pretty sure you can change all the settings of your game page at any time.

Thanks! I'll give it a try

(1 edit)

Ok, so that was the problem indeed: the web version has been uploaded and can be activated... even if at the moment there are several bug to fix: seems that just making a WebGL build is not enough to make work a generic build of Unity.

Seems that in particular it's problematic to handle the saving system which doesn't look at the original path anymore, btw it's a JSON the save files. For the moment i'll remove the web version and try to fix it testing on Unity

Ok, so after investigating further, i realized that when you make a downloadable build for your game, then there are several problems which can occur, to create an alternate build in WebGL (i'm using Unity):

1 - The folder destination of your save files is different, it is a specific spot in WebGL online server, and I/O commands need to change as well with another set of specific instructions;

2 - Seems that the Addressable files will be another big problem as well... on WegGL they won't be found with current settings;

3 - I also heard that save files cannot be bigger than 10 Mb (playerprefs seems that they even have a lower limit of 1 Mb, but i use JSON for saves), at the current state one save file of my game gets a size of 5-8 Mb, i fear that i might escale to 10+ Mb according to how long the run keeps going (and i still have to implement multi save slots!)

4 - Debugging errors during WebGL build execution (which would make anything feasible to fix) is pointless: no Unity console actual feedback, it has no access to the editor and this is disruptive for me.

(any other issue? I don't know, they are more than enough already, but if you know other issues as well, feel free to add them to my list)

For such reasons at the current state i decided to postpone a plan to make a WebGL version, which is quite unfortunate on itch...

If any other dev around here is seeing this, could you please share some useful info that might allow me to get past this huge barrier? I doubt i'm the first dev that ever had to convert a downloadable build into a WebGL build, although my game features several layers of complexity, as it is