You actually don't need special export settings but the only thing is to turn on touchscreen emulation from mouse if you have to test touchscreen buttons in editor. And then during uploading an exported game you need to turn on a setting called "Mobile friendly".
The job with the art. It is readable and captures the look of the original well. This is probably one of the bugs you mentioned, but there were some points where Mario disappeared for me.
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is cool
nice one!
That’s a cool idea. And playable on mobile with these tiny controls. :)
It’s fun to play.
Maybe you can share the source code to let the community add more levels? Which game engine did you use?
Yeah, it's a good idea. Btw i used Godot to make the game.
Cool, I also code in Godot. Maybe you could check my little platformer for the jam.
I will rate your game later. Not possible on mobile curiously.
How did you export it for HTML5 to run on mobile? My game works with HTML5 on desktop but not on mobile. Any special Godot export settings?
Thanks.
You actually don't need special export settings but the only thing is to turn on touchscreen emulation from mouse if you have to test touchscreen buttons in editor. And then during uploading an exported game you need to turn on a setting called "Mobile friendly".
The job with the art. It is readable and captures the look of the original well. This is probably one of the bugs you mentioned, but there were some points where Mario disappeared for me.
To be honest I'm not so good in programming. I think that there are better ways to code some of mechanics in the game.
Because if that the game has bugs(
Honestly, super impressive still. It is clear a ton of work went in.
Kinda strange that the fireball button is touchscreen-only...
Oh, forgot to write that run and fireball button is shift