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Yer possible. Really depends on your own skill level. Could be a candidate to see what you can do with AI code generators since it's not much time now.Just saw this; any chance it’s ok if a solo dev shits out a game quickly and submits it by the 29th?
IMO, acquire engine, aquire starter game, swap things out within starter game to tinker with an already finished thing. That’s how most people get a start.Just saw this; any chance it’s ok if a solo dev shits out a game quickly and submits it by the 29th?
Just saw this; any chance it’s ok if a solo dev shits out a game quickly and submits it by the 29th?
You could even go full Depression Quest and just throw together a text adventure in React or something, if you're really pressed for time.IMO, acquire engine, aquire starter game, swap things out within starter game to tinker with an already finished thing. That’s how most people get a start.
Does Godot export to web?Well, my shitty little game is finished. But apparently godots minimum export size is a 95 mb executable, which is honestly obscene for a tiny 2d game. Not much I can do about it, though.
It can, however it imposes some limitations on your game. Not all engine features are available for web export, and you have to use the Compatibility renderer, which limits the graphical effects you can use.Does Godot export to web?
I tried to warn you bros. I should have probably also mentioned that this implicitly means you're targeting OpenGLES 3.0 Core Profile, which is 99% the same as WebGL2. You cannot use anything later than this. This is why Godot and many other engines make you decide if you want to use a modern API with geometry shaders and all the other nice features, or a constrained API designed for embedded devices.Honestly you should be targeting HTML5/WASM/Emscripten as your primary game jam platform. Your engine should support this, this is how you should expect to share your game.
Does Godot export to web?
The issue with running it from your local files is due to some security settings. I was able to get my project running in firefox by setting content.cors.disable to true and setting security.fileuri.strict_origin_policy to false in about: config. For chrome/chromium I think you have to launch it with special flags.Yes, it can export to a html file, some .js scripts and a 50 mb wasm (?) file. Dont know what to do about it, though. It wont run in a browser, and I dont have time to fiddle around with web bs. It can also export as a .pck file of a much more resonable 2-3 mb. The .pck file can be executed in the godot engine from the commandline like a .wad file sort of.
I dont know why godot creates such absurd file sizes, though. It is my first time using godot, and it is reasonably pleasant to use otherwise.
Glad it's not just me then. I was losing my mind trying to figure out how my 15-screen Zelda clone was so massive. I compiled the exe last night but got some bugs so I'm going to try and fix those today before I submit, but it'll likely have to be an exe.Well, my shitty little game is finished. But apparently godots minimum export size is a 95 mb executable
Like is your 2D Zelda game including the entire 3D physics systems and PBR lighting?