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(3 edits)

Thanks for the technicalities. :)

with a custom package I made and maintain for my personal use.

I see, good practice; it’s interesting to see how the others do. I should definitely create such a proper template; thought about it for quite some time, but… still not done. I was lucky I could reuse the menu/interface code from my previous game jam. XD

The bug you mention in your 18th point wasn't caught during the game jam, but only wrongly displays the highlight, the game wont let you cast it!

Being the responsible game wrecker that I am, I did try casting it and noticed it was safe. ;)

I searched during this jam for love.js, but ended up not using it. I'll make sure to take a look in the future, as having a navigator version could help a lot for sharing games!

Apparently, people play a lot more when there is a Web version, although I do not know the ratio.

Nonetheless, Web versions can have specific problems (as to sound, resolution, and other things); and I can talk about my (small) experience with researching love.js: there are two possible versions you can compile, a ‘compatibility’ one and a ‘normal’ one. The official documentation says that the compatibility version should be more universal, but with possibly ‘dodgy audio‘; it was worse than that: the function for stopping the sound made my game crash! So I went for the normal version, which did require taking care of the SharedArrayBuffer problem (it prevented the game from launching…). I did not know how to set up the HTTP headers properly for a local server to solve this, so I experimented directly by uploading to itch.io: the SharedArrayBuffer issue was indeed solved by ticking the right option, but… I was then served with another crashing error (Uncaught TypeError: src.bufQueue is undefined, even though I had tried increasing the allowed static memory). This was the end of my attempts.

Tell me if you get it to work, but it does not sound straightforward, and may depend on your game.