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Describe the project you are working on: I'm working on a game distributed on Itch and Kongregate.
Describe how this feature / enhancement will help your project: Instead of having to manually zip up the files after exporting them, it'd save a little time and convenience to stop me going through the repetition of manually zipping up for each platform.
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work: I think it's kinda self-explanatory, but I can make one if needed? It'd just go in the export menu.
Describe implementation detail for your proposal (in code), if possible: I don't know much about C++, but again, it doesn't sound hard? Just another checkbox and some functionality for zipping (which already exists in OSX export?)
If this enhancement will not be used often, can it be worked around with a few lines of script?: <-I don't understand this bit of the template
Is there a reason why this should be core and not an add-on in the asset library?: I think a great number of developers would find it useful, since LOTS of people upload to Itch, Kongregate, GameJolt and Steam.
OLD POST BEFORE I DID IT AGAIN USING THE TEMPLATE:
I've made several games with the engine, though I'm always met with the inconvenience of having to manually zip the exported files in order to upload them to storefronts like Steam, Itch, GameJolt or Kongregate.
I'd love something like another checkbox in the export menu to automatically add these exported files to a .zip archive so that I can more easily upload them without manually visiting the folder with my file manager and having to do it that way.
Thanks :D 💃
The text was updated successfully, but these errors were encountered:
Please update your post using the template provided or else it will be closed. Using the template is the first rule for contributing to godot-proposals (see rules)
I think it makes sense to have this feature for all desktop platforms, for consistency with the macOS export. However, how should it be exposed to the GUI? Should it be added as an option on each export preset? If so, should the option be enabled by default?
Also, this probably depends on godotengine/godot#34444 being merged so we can use the ZIPWriter API from C++.
Calinou
changed the title
Option to auto-zip files for distribution after export
Add an option to compress the exported project for distribution into a ZIP archive
Jun 10, 2021
Describe the project you are working on: I'm working on a game distributed on Itch and Kongregate.
Describe how this feature / enhancement will help your project: Instead of having to manually zip up the files after exporting them, it'd save a little time and convenience to stop me going through the repetition of manually zipping up for each platform.
Show a mock up screenshots/video or a flow diagram explaining how your proposal will work: I think it's kinda self-explanatory, but I can make one if needed? It'd just go in the export menu.
Describe implementation detail for your proposal (in code), if possible: I don't know much about C++, but again, it doesn't sound hard? Just another checkbox and some functionality for zipping (which already exists in OSX export?)
If this enhancement will not be used often, can it be worked around with a few lines of script?: <-I don't understand this bit of the template
Is there a reason why this should be core and not an add-on in the asset library?: I think a great number of developers would find it useful, since LOTS of people upload to Itch, Kongregate, GameJolt and Steam.
OLD POST BEFORE I DID IT AGAIN USING THE TEMPLATE:
I've made several games with the engine, though I'm always met with the inconvenience of having to manually zip the exported files in order to upload them to storefronts like Steam, Itch, GameJolt or Kongregate.
I'd love something like another checkbox in the export menu to automatically add these exported files to a .zip archive so that I can more easily upload them without manually visiting the folder with my file manager and having to do it that way.
Thanks :D 💃
The text was updated successfully, but these errors were encountered: