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In addition to Gamma's comment, I wanted to add that, as the Forge was my responsibility, I had a lot of trouble with how I'd originally coded the faces and the dice and stuff. Because of some issues with duplicating them (or not) when I needed to, what you saw with the Forge locking out the die after one change was due to one of those bugs, where if you selected the die a second time, it would not have the updated faces. That was found approximately five minutes before the end of the jam, and I was only barely able to upload a version with the lockout as a kind of fix. It was not fun. :P Of course, I also managed to upload an unrelated bug at the same time with a refactor I'd been doing, so we ended up having to fix that with a ticket to the admin team, because it was a showstopper at the time.


Thank you so much for the kind and thoughtful/constructive criticism. It is incredibly helpful to us, and inspiring. You may not always feel like it when giving a long response like that on the internet, but for many of us, it really does matter and really does help us try to do our best. Thanks again!

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No worries at all. Seeing the die unrolled flat in the forge with the forge UI really got me excited. With that bug, that was a cool fix. You have to make quick decisions like this in a jam, and atleast it works.

I actually played the Firefox version (since that's what I use), and am curious to know what the difference is to a "non-Firefox" version.

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There's a bug in Firefox (if you want to call it that) where they won't support "Shared Buffer Arrays." I think it's actually a decision on their part because Shared Buffer Arrays can be a bit sketchy in terms of security. Chrome, however, supports them. In Itch, the problem is that you can't tell it to selectively pick whether or not to support Shared Buffer Arrays: you have a project that either supports it or not. I could have just uploaded a version without support for Shared Buffer Arrays that works in both Chrome and Firefox, but I prefer the higher fidelity audio that you get in Chrome (which is what I use) due to the Shared Buffer Arrays, so I tend to upload two different projects.

The reason this happens is Godot itself has the ability to do multithreading and it's an option you check when exporting, but if you check it, you have to have the Shared Buffer Array support, or it won't run in your page. So I have two web exports: one for with Threading and one without, and then upload to two different pages. Multithreading in web exports is used to make the audio fidelity much higher, with less crackling.

I'm genuinely glad to know people are taking advantage of that, though! Maybe in the future Itch will give us the option to autodetect via the browser choice, and have two different uploads depending on which is found.

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Ah ok. Didn't know about this multi-threading and audio fidelity. I'll keep this in mind. Thanks! Also glad there are devs who care about Firefox users!