At 11:10, the issue with the web build looking weird is that I didn't set the scale mode properly; if I set Project Settings > General > Display > Window > Stretch > Mode to "canvas_items", it would have scaled nicely to the size I set on itch.io.
PCK files might mean "pack" files. Gamedevs have used that term before for a single file that contains all of your game data. The data is often "packed" together in a way that allows for optimal loading from a spinning drive (cdrom/dvd/etc). Can also be built to load data directly into ram (no-deserialization for even faster game load times). Doom did this with WAD files too.
I sadly recently had to return my Macbook as I changed jobs, so I don't have access to that platform anymore. I'm sorry! I'd suggest looking into using Virtualbox to install a macOS VM and try exporting it that way.
I don't know if itch changed something, but it's apparently no longer possible to upload Godot 4 games to itch. I created a little project whose assets are 46 MB. Unfortunately Godot always has to exports its entire game engine, and it's bigger than the godot.exe. This results, in this specific case, in a *.pck file that's 229 MB in size. Trying to load this in itch returns the error "Zip contains file that is too large (web/index.pck), please try deleting the ZIP file and uploading another one". I don't know what itch's limits are, but since around 185 MB of that *.pck file are apparently always there, no matter how small my project is... what can I do?
Nope, just once before your initial export. If you upgrade your Godot engine version, you'll have to redownload the export wrapper for that version of Godot.
Coincidentally I did exactly that only 5 days before you published your video: Exporting to web and checking out the upload to and embed on itch. :D But what I am really interested in is the following if you got any experience here (since you at least mentioned you're on Mac for work). I am using a Mac and the export did well, so the upload was. But when I start the web build on itch it takes up to 2 minutes sometimes (at least 1 minute) before the prototype starts. I used Godot 4.0.2 to export. I asked someone in a game dev interested community to test it, he could confirm that it took about 4 seconds for him on a non-MacOS system. I tested it on the latest MacOS version (as of writing Ventura 13.3.1) using a MacBook Pro from 2021 with M1 Max and on an older MacOS (Catalina 10.15.7) using a MacBook Pro from 2017. Both systems need 1-2 minutes (regardless of processor and MacOS version). Also it doesn't depend on the browser (tested in FF, Chrome and Safari). I once exported to web using one of the Godot 3.x versions and uploaded the files to a self-hosted domain. No problems here. The app starts up in just a few seconds. I'd like to provide links, but YT usually deletes my comments if I add links. Any similar experiences made with web exports in Godot 4 using Mac? Ideas how to fix that?
Hehe no worries! Yeah, it's a bit of a challenging issue. I made a whole video about it here: ruclips.net/video/mKAewsRSRBg/видео.html And you can follow along with the issues on GitHub: github.com/godotengine/godot/issues/70691 & github.com/godotengine/godot/issues/74512 There's sadly nothing much developers using Godot can do about this other than hope it gets better in Godot 4.1 or 4.2 or just stick with Godot 3.x. Web build slowness + the size of empty game exports are the only major concerns I have with Godot 4 as it makes me hesitant to use it for small games or jams where I just want to have it be playable on the web.
great video, this is exactly what I needed. I notice that even Godot for windows allows you to export to the Mac, which I had thought you needed a mac to complile for the mac, but it seems to work. Do you know if an ios build would work in Windows too? I don't have an app store ID so I couldn't try it
great channel my man!!!! hey, could u maybe do a vid on the class keyword? i saw someone use it which allowed him to see the script in other scripts. kinda cool!
Thanks for the kind words and support! Yeah, I'd be happy to! I'll put it on the list. I've touched upon the class naming briefly in the enum video, specifically at this timestamp: ruclips.net/video/DbR8KrQ6Ndc/видео.html
Error The following features required to run Godot projects on the Web are missing: Cross Origin Isolation - Check web server configuration (send correct headers) SharedArrayBuffer - Check web server configuration (send correct headers)
At 11:10, the issue with the web build looking weird is that I didn't set the scale mode properly; if I set Project Settings > General > Display > Window > Stretch > Mode to "canvas_items", it would have scaled nicely to the size I set on itch.io.
Thank you so much for great tutorial
Thanks for this, I saw the export menu and had 0 clue what to do. But now thanks to you I have my first game published.
Awesome video Brett! I love how you cover these topics in a good amount of detail while keeping the video easy to watch.
Thanks, Eric! Appreciate the feedback
Imagine having your game at a point where you actually want other people to play it.
You'll get there!! Keep at it!
Lol - can relate!
SharedArrayBuffer!!! Now I can upload, share, and run all my weird projects to itch for friends again.
Thanks, Brett!
PCK files might mean "pack" files. Gamedevs have used that term before for a single file that contains all of your game data. The data is often "packed" together in a way that allows for optimal loading from a spinning drive (cdrom/dvd/etc). Can also be built to load data directly into ram (no-deserialization for even faster game load times). Doom did this with WAD files too.
And now my game is on itch! Thanks Brett :D!
thank you so much for uploading exactly what I needed
Could you help me export to macOS?
I sadly recently had to return my Macbook as I changed jobs, so I don't have access to that platform anymore. I'm sorry! I'd suggest looking into using Virtualbox to install a macOS VM and try exporting it that way.
thank you but whene I upload my game I try to find it in another account but I can not find it , do you now why ?
thanks brett! the buffer setting fixed my issue
I don't know if itch changed something, but it's apparently no longer possible to upload Godot 4 games to itch. I created a little project whose assets are 46 MB. Unfortunately Godot always has to exports its entire game engine, and it's bigger than the godot.exe. This results, in this specific case, in a *.pck file that's 229 MB in size. Trying to load this in itch returns the error "Zip contains file that is too large (web/index.pck), please try deleting the ZIP file and uploading another one". I don't know what itch's limits are, but since around 185 MB of that *.pck file are apparently always there, no matter how small my project is... what can I do?
Do i need to download 750megabites of something i forgot every time i want to export a game?
Nope, just once before your initial export. If you upgrade your Godot engine version, you'll have to redownload the export wrapper for that version of Godot.
@@brettmakesgames thx!
why does it say memory acces out of bounds when loading the game
Coincidentally I did exactly that only 5 days before you published your video: Exporting to web and checking out the upload to and embed on itch. :D
But what I am really interested in is the following if you got any experience here (since you at least mentioned you're on Mac for work). I am using a Mac and the export did well, so the upload was. But when I start the web build on itch it takes up to 2 minutes sometimes (at least 1 minute) before the prototype starts. I used Godot 4.0.2 to export.
I asked someone in a game dev interested community to test it, he could confirm that it took about 4 seconds for him on a non-MacOS system. I tested it on the latest MacOS version (as of writing Ventura 13.3.1) using a MacBook Pro from 2021 with M1 Max and on an older MacOS (Catalina 10.15.7) using a MacBook Pro from 2017. Both systems need 1-2 minutes (regardless of processor and MacOS version). Also it doesn't depend on the browser (tested in FF, Chrome and Safari).
I once exported to web using one of the Godot 3.x versions and uploaded the files to a self-hosted domain. No problems here. The app starts up in just a few seconds.
I'd like to provide links, but YT usually deletes my comments if I add links.
Any similar experiences made with web exports in Godot 4 using Mac? Ideas how to fix that?
Oh, nevermind. You even mentioned the issue on MacOS. I should've continued watching before commenting. 😂
Hehe no worries! Yeah, it's a bit of a challenging issue. I made a whole video about it here: ruclips.net/video/mKAewsRSRBg/видео.html
And you can follow along with the issues on GitHub: github.com/godotengine/godot/issues/70691 & github.com/godotengine/godot/issues/74512
There's sadly nothing much developers using Godot can do about this other than hope it gets better in Godot 4.1 or 4.2 or just stick with Godot 3.x. Web build slowness + the size of empty game exports are the only major concerns I have with Godot 4 as it makes me hesitant to use it for small games or jams where I just want to have it be playable on the web.
@@brettmakesgames oh, I didn't see that one. Thanks. Will watch it right away. 😘
Thank you so much for this video! It helped a lot :)
im exporting from a mac, but it only allows me to do .dmg or .zip, tried .app and export failed... any idea? thanks for the great video :)
Will you make videos again? You are very good with explaining
THANK YOU SO MUCH I WAS SEARCHING FOR THIS TUTORIAL TO FIX ERROR CROSS AND SharedArrayBuffer YOU ARE A TRUE LEGEND!!! YOU JUST EARNED A SUB
You're so welcome, glad to help!
This is a nice tutorial and also really helpful for me! thanks bro :)
Thanks so much for this video. Incredibly helpful!
This is a great video! Made things a good deal easier to understand. Subbed!
Thanks for making this tutorial! Very helpful for a beginner like me
great video, this is exactly what I needed. I notice that even Godot for windows allows you to export to the Mac, which I had thought you needed a mac to complile for the mac, but it seems to work. Do you know if an ios build would work in Windows too? I don't have an app store ID so I couldn't try it
great channel my man!!!! hey, could u maybe do a vid on the class keyword? i saw someone use it which allowed him to see the script in other scripts. kinda cool!
Thanks for the kind words and support! Yeah, I'd be happy to! I'll put it on the list. I've touched upon the class naming briefly in the enum video, specifically at this timestamp: ruclips.net/video/DbR8KrQ6Ndc/видео.html
@@brettmakesgames cool ill watch that again.
Exellent teacher
Thankya Brett
Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)
how you fixed that?
ruclips.net/video/r2KJOK5NyXI/видео.html
@@jesussalcido2578 Select "SharedArrayBuffer support - (Experimental)" in the frame options when uploading the game on itch
Thank you
You're so welcome Lucas!
lol it all fell apart when you started stalling 2 minutes in
kinda messy but great info, thanks