Balatro Web
- 1 Devlogs
- 1 Total hours
This is a MODDED Balatro Web Port!
This is a MODDED Balatro Web Port!
Total time logged: ~3h 15m (hackatime wasn’t working because I was on windows today instead of linux, but I put in around 2 hours that werent logged)
Not gonna lie, this was way harder than I thought it would be. But the base web port of Balatro is officially working!
It took over 3 hours of dealing with random compilation errors, broken shaders, and browser crashes, but it runs insanely smooth now. Here is everything that went down to get it working.
i hope i dont get sued or anything cuz i posted the straight files, i will probably add some thing where you can import your game files and then it makes a webport
Balatro uses a ton of shaders for card effects, dissolves, and holographic stuff. Browsers are super picky about WebGL compared to desktop:
hologram.fs so the browser wouldn’t just crash when rendering cards.In the browser, local file saves wipe as soon as you close the tab. That obviously sucked for a rogue-like game, so I fixed it:
Balatro).Playing on a phone was annoying at first because touching the screen made the browser zoom in or scroll the page.
This was easily the worst bug. Opening a booster pack would completely freeze the entire tab with zero error messages in the console.
Turns out the game was getting stuck in an infinite loop while trying to generate cards for the pack view. Refactored the pack generation logic to yield frames properly, and now packs open instantly.
tools/build.py) so I can audit, patch, and build the whole web version with one terminal command.Now that the actual game runs, the next goal is making mods work.
(my devlogs look better too)