thanks for the reply. but then what should i do :S.
game engine that im using it export the file like this. i can't divide the "pck" file into two part. its really weird . is there a way to go around of this problem?
The explanation given for the 1000 file limit is something vague about user experience and exports from engines that hamper quality and are supposed to be recogniseable by their many, many files. So they encourage using a download version of the game instead of a web version.
Maybe the 200 MB file size limit is done because of the same reasons.
But this is Godot, is it not? It is possible to split assets into several pck.
Thank you for the repy, i followed your suggestion and find a way to divide "pck" files following this guide,
https://www.reddit.com/r/godot/comments/hf5yko/godot_workflow_for_multiple_pck_f...
after divide the "pck" files 4 different part, i got this error now.
"Failed loading file 'index.pck': Forbidden"
well, i know that what i must export as a "pck" file name is "index.pck" cause of games opening html file name is "index.html".
but my pck files are
1.pck, 2.pck, 3.pck, 4.pck
i don't know how itch.io read thi pck files, so how should i name them?
or is there diffrent solution to this problem?
I know little of these things, but itch requires the index.html and nothing else. It does not "know" what kind of game you have, it just fires up the index.html insided the embed on your project page, as far as I know. Your game boot logic must start inside the index.html and somehow start your game up. Very likely inside the index.js that will be referenced within the index.html.
You have to have some kind of initialisation and declare ressources and whatnot. The scripts I found when checking, if Godot can split the pck did some things where they loaded each of the pck in some sort of initi phase. Maybe your web export has to be ajusted for that.