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Gamejolt API seem to have a physical limit of 1 MB per API call. (This includes batch request calls that joins multiple operation into one API call) - The pros is that it is fast but you can't go beyond 1 mb in total which is rather useless.
Anyway, the problem is Gamejolt do not tell devs about this particular limit (or it was unintended in the first place), so if someone wanted to create a online level and wanted to submit it, they will not be able to do so if it is too large.
Storing a huge data into the cloud will be rejected unless devs split the data themselves.
For example:
I am going to store a small image file (custom online player skin) typically it would be around 500kb or so, I will use base64 encoder to get the string version of the image. Now this string would probably hit 1 mb.
You will need to split the data into chunks and use Datastore (update) to append together into a big data.
If the workaround works, this logic could be implement into Datastore (set) and all devs benefit from it.
As gamejolt keeps upgrading their backend, the limit may increase overtime or remain as it is.
The text was updated successfully, but these errors were encountered:
Gamejolt API seem to have a physical limit of 1 MB per API call. (This includes batch request calls that joins multiple operation into one API call) - The pros is that it is fast but you can't go beyond 1 mb in total which is rather useless.
Anyway, the problem is Gamejolt do not tell devs about this particular limit (or it was unintended in the first place), so if someone wanted to create a online level and wanted to submit it, they will not be able to do so if it is too large.
Storing a huge data into the cloud will be rejected unless devs split the data themselves.
For example:
I am going to store a small image file (custom online player skin) typically it would be around 500kb or so, I will use base64 encoder to get the string version of the image. Now this string would probably hit 1 mb.
You will need to split the data into chunks and use Datastore (update) to append together into a big data.
If the workaround works, this logic could be implement into Datastore (set) and all devs benefit from it.
The text was updated successfully, but these errors were encountered: