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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.
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.
 
Making a moorhuhn clone where you protect the cow from a-logs. Found the scenery before adding them in relaxing.
 
SOON
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Fuck. Shit. Fuck. I knew it was gonna be a busy month from the beninging. Hoped the first two weeks would be shit, the latter two would be fine. The first two were shit indeed, then one week fine, this last week is utter dogshit, all hands on deck at work. I hoped for 10 minigames that would rotate at random, then 3 minigames that would give you a definite score, now I am hoping I can finish the 2 minigames I actually started. Actually the busiest fucking month of this year. But who cares, I had fun.
 
I've fallen into the rookie trap of spending so much time building my game I forgot to actually give the player anything to do in it. All the same I'll be crunching today to tie it all up and hopefully submit it before close of business.

ETA: On the plus side, I am pretty happy with what I do have.
Chatting To Ralph.webp
 
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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.
 
Worse comes to worse, if you can’t get a web export, you can submit an EXE. Although I imagine a rare few would play it in spite of vetting and VM guidance.
 
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.
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.

WebGPU is NEVER EVER going to happen.
 
Does Godot export to web?

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.
 
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.
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.

The reason for the high export size is that whenever Godot exports a project using export templates, it just copies over a precompiled version of the engine with the editor stripped out and compiled the project data into the .pck file. The precompiled version is intended to support all use cases, so it includes basically everything no matter what your game ends up using. There are ways around this, but they involve compiling your own custom version of the engine to serve as a template, which can get pretty involved.
 
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Well, my shitty little game is finished. But apparently godots minimum export size is a 95 mb executable
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.

Is there a preferred file storage site I could upload to? I don't want to test the Farms' brittle servers uploading such a big file.
 
Massive file sizes are what we in the industry lovingly call a “midwit” tax.

“You want a WYSIWYG editor that will hot reload code, cross compile to any system and manage every aspect of a modern software product?”

“Sure, enjoy your massive dependencies, treeshakeless scrub”

But to be helpful, doesn’t Godots Tranny infused UI allow you opt out of shit in the project settings? Like is your 2D Zelda game including the entire 3D physics systems and PBR lighting?

My game engine is 12mb which I’m trying to shrink with tree shaking unused features but gonna have to call it quits and get this shit shipped.
 
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Like is your 2D Zelda game including the entire 3D physics systems and PBR lighting?

Well, kind of. Godot exports a .pck file which includes everything needed to run your game in the godot engine, music, code, graphics etc. My .pck is about 2.5 mb, and that is mostly mp3s. It's like a wad, with godot being doom.

If you want a standalone executable, godot will bundle the engine along with your game, giving you a 95'ish megabyte executable which is essentially full engine + .pck

Maybe just posting the .pck is the best option. Then people can dl godot, play the games, and then uninstall godot. That way they wouldn't have to dl a shady back alley executable.

The alternative is the web-export, but I dont know how to run a wasm thingy, and I don't understand Web development
 
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