{"author_link":"\/users\/detectivelosos","author_name":"detectiveLosos","author_uid":"detectivelosos","comments":[],"epoch":1524778428,"event":"LD41","format":"md","ldjam_node_id":94656,"likes":6,"metadata":{"p_key":"114071","p_author":"detectiveLosos","p_authorkey":"1052839","p_urlkey":"330031","p_title":"We made a Web version for all the lazy ones","p_cat":"LDJam ","p_event":"LD41","p_time":"1524778428","p_likes":"6","p_comments":"0","p_status":"WAYBACK","us_key":"1052839","us_name":"detectiveLosos","us_username":"detectivelosos","event_start":"1524182400","event_key":"72","event_name":"LD 41"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD41","removed_author":false},"_superparent":73256,"_trust":11,"author":52839,"body":"![6.png](\/\/\/raw\/76e\/c\/z\/14352.png)\n\nWe thought of our game as of a web based experience right from the start. But unfortunately we didn't make any midway builds during the development. We just worked and worked and launched our game only in Unity editor. And what was our surprise when twenty minutes until deadline our web build just didn't work! We tried a couple of times, none of them worked. So we made the standalone builds and uploaded them during the last minute ticking.\n\nThe problem was that we used quite recent Unity 2017 tilemaps feature for managing our foreground islands. And as it seems even the latest stable Unity 2017 version has a bug with dynamically setting tiles of the tilemap on web builds.\n\nBut thats not the end of story. If you look into a browser console, you can clearly see, that dynamically setting tiles causes errors. But that only happens if you use standard nonscripted tiles! In our case we used a scripted tile that automatically picked the fitting sprite depending on its neighbors. And in our case we were getting an unexplained exception in Unity internal stuff which was barely googleable.\n\nSo after finally figuring out the problem and porting the project to beta version of Unity 2018.2 the web version of our game is here!\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/41\/peculiar-adventures-of-dorothy-hops","comments":0,"created":"2018-04-26T21:02:31Z","files":[],"files-timestamp":0,"id":94656,"love":6,"love-timestamp":"2018-04-26T23:46:49Z","meta":[],"modified":"2018-04-26T23:46:49Z","name":"We made a Web version for all the lazy ones","node-timestamp":"2018-04-26T21:33:48Z","parent":77201,"parents":[1,5,9,73256,77201],"path":"\/events\/ludum-dare\/41\/peculiar-adventures-of-dorothy-hops\/we-made-a-web-version-for-all-the-lazy-ones","published":"2018-04-26T21:33:48Z","scope":"public","slug":"we-made-a-web-version-for-all-the-lazy-ones","subsubtype":"","subtype":"","type":"post","version":278821},"node_metadata":{"n_key":"94656","n_urlkey":"330031","n_parent":"77201","n_path":"\/events\/ludum-dare\/41\/peculiar-adventures-of-dorothy-hops\/we-made-a-web-version-for-all-the-lazy-ones","n_slug":"we-made-a-web-version-for-all-th","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"52839","n_created":"1524776551","n_modified":"1524786409","n_version":"278821","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/41\/peculiar-adventures-of-dorothy-hops\/we-made-a-web-version-for-all-the-lazy-ones","text":"![6.png](\/\/\/raw\/76e\/c\/z\/14352.png)\n\nWe thought of our game as of a web based experience right from the start. But unfortunately we didn't make any midway builds during the development. We just worked and worked and launched our game only in Unity editor. And what was our surprise when twenty minutes until deadline our web build just didn't work! We tried a couple of times, none of them worked. So we made the standalone builds and uploaded them during the last minute ticking.\n\nThe problem was that we used quite recent Unity 2017 tilemaps feature for managing our foreground islands. And as it seems even the latest stable Unity 2017 version has a bug with dynamically setting tiles of the tilemap on web builds.\n\nBut thats not the end of story. If you look into a browser console, you can clearly see, that dynamically setting tiles causes errors. But that only happens if you use standard nonscripted tiles! In our case we used a scripted tile that automatically picked the fitting sprite depending on its neighbors. And in our case we were getting an unexplained exception in Unity internal stuff which was barely googleable.\n\nSo after finally figuring out the problem and porting the project to beta version of Unity 2018.2 the web version of our game is here!\n\nhttps:\/\/ldjam.com\/events\/ludum-dare\/41\/peculiar-adventures-of-dorothy-hops","title":"We made a Web version for all the lazy ones","wayback_source":[]}