You are absolutely right, I keep trying to get that to work. I don't know why, but Itch.io just don't seem to like any of my Godot html stuff...or maybe they just don't like me! (*laugh*)
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I think it's better to export the project into several files and then create a zip file from those outside Godot. Godot's generated zip files are a bit weird. I also found that zip was really inconvenient when exporting my game for Linux, but now I've figured out how to work around that so that I won't need to make the installation instructions too complex.
Thank you for helping! I've tried both ways (I'm glad to know it isn't just me having problems with the auto-generated zip files). Both ways haven't worked for me yet, but I'm very happy to at least know which way is best. I wonder if my browser is part of the problem, next time I'll try uploading an HTML game using a different browser.
Thank you, again!
I think I had to export several times to get something that would work when uploaded (and maybe I could check the names of the files it generates, but running the HTML5 version from a file on a computer doesn't seem to work, even if that same web version will work fine when uploaded on itch.io. Fortunately I uploaded the HTML5 version like an hour before the deadline, so I could just regenerate and retry for every time it didn't work. I'm feeling maybe the Windows and Linux builds of my game that I uploaded don't work though. Maybe I should have tested those before uploading.
You're welcome!
Yeah, I just downloaded your windows file to test it. It appears to have all your project files, but no ".exe" and it has a "project.binary" instead of a "project.godot" file. Hmm...maybe this is the contents of the usual PCK export file without an EXE? *shrug*
Thankfully, you got a web-browser version up so everyone can play! And thanks for the wonderful advice! =)