It's pretty much just two commands:<p><pre><code> godot --export-release HTML5 web/index.html
butler push web <itch_account>/<project_name>:<channel>
</code></pre>
Used those with GitLab CI for ages:)
After a week of faffing I managed to fork the three repos Simon made and upgrade them from 3.x to 4.x . Very untested and maybe there's stuff there you don't need. But by gum it works! I'll slim it down in the future, and remove echo messages. Big thanks Simon for your work!<p>Parent action: <a href="https://github.com/North-Street-Games/nutshells/blob/main/.github/workflows/main.yml">https://github.com/North-Street-Games/nutshells/blob/main/.g...</a> (attach this as a main.yml file in your GitHub actions workflow folder, and change the in-file variables and your secret itch.io butler key as needed!)<p>Child Godot export action: (for ref) <a href="https://github.com/Kwpa/godot-html-export/tree/main">https://github.com/Kwpa/godot-html-export/tree/main</a><p>Child itch upload action: (for ref - no different to original) <a href="https://github.com/Kwpa/itchio-butler-upload">https://github.com/Kwpa/itchio-butler-upload</a><p>Note that 4.x Web builds currently do not run well on MacOS browser apps :/ See this: <a href="https://github.com/godotengine/godot/issues/70691">https://github.com/godotengine/godot/issues/70691</a>
Hey not bad. 3 years ago now (ugghh wow) I chose what engine to go all in on as a hobbyist. At the time only Unity supported producing web based games and I wanted to make games for the web so I went all in on Unity.<p>Unity is great. Unity is also horrible, especially on devx. It takes anywhere from 10-30 seconds to recompile code or changes on each save. Making a unity html game takes 5-30 minutes. There are things that can be done to reduce these times but requires knowing a bunch of info (usage of asset database, dividing code into assemblies, etc). Writing a container image to run Unity CLI commands requires you deal with license. Ugghh I wish Unity was just better to use.<p>I may scope out godot again. I’m working on a multiplayer game and it’d be interesting to evaluate how I’d plug a godot game into AWS gamelift.
I wish Godot allowed for smaller file sizes. The very lowest I've seen someone get a project down to is 10 MB. It's a little disappointing when your files work out to barely a few megabytes.