How can I export my C++ raylib game from Code::Blocks (.exe) to HTML5 for itch.io?

Hi everyone,

I'm making a small game in C++ using raylib. I created it in Code::Blocks and currently I have a working Windows .exe file.

I would like to upload a browser version to itch.io, but I don't know how to convert/export my project to HTML5.

From what I understand, raylib supports Web builds using Emscripten, but I have never used it before. My project is currently set up in Code::Blocks with MinGW.

Could someone explain the correct workflow for converting a raylib C++ game into an HTML5 build for itch.io?

Some things I would like to know:

  • Do I need to move my project from Code::Blocks to another IDE?
  • How do I set up Emscripten with raylib?
  • How do I compile my .cpp files into .html, .js, and .wasm files?
  • Are there any changes needed in the code for the web version?

Thanks for any help!

reddit.com
u/Pale-Candidate-4122 — 14 days ago
▲ 38 r/raylib+1 crossposts

Made my first raylib game demo at 15 years old. Looking for feedback!

Link to game: https://kc-games-studio.itch.io/avoid-b

Hey everyone!

I've been working on my first larger game project in raylib + C++, and I wanted to share the demo with the community.

It's a small underwater action game where you fight enemies, collect powerups, survive waves, and take on boss fights. It includes features like:

  • Multiple enemy types
  • Boss battles
  • Powerups (shield, speed boost, double coins, healing)
  • Melee and ranged combat
  • Controller support
  • Level progression system
  • Custom UI, sounds, and animations

This is still just a demo version. The full version will be available soon, and I'm continuing to add content, improve the gameplay, and polish the code.

Also, I'm not even 16 years old yet, so I know the game isn't perfect and there are probably a lot of things that could be improved. I'm still learning game development and C++, which is one of the reasons I'm posting here.

I'd really appreciate any feedback, whether it's about:

  • Gameplay
  • Code structure
  • Performance
  • Art/UI
  • General raylib development tips

Thanks for checking it out!

u/Pale-Candidate-4122 — 5 days ago
▲ 9 r/raylib+3 crossposts

My first large game project build with raylib in C++

Avoid Bubbles is a fast-paced arcade survival game made in C++ with raylib.
Fight enemies, collect powerups, survive boss fights, and unlock harder levels.
Free download and feedback appreciated!

pingponger231.itch.io
u/Pale-Candidate-4122 — 2 months ago
▲ 28 r/raylib+6 crossposts

I finally finished version 1.04 of my first larger game made with raylib + C++.

It's a fast-paced arcade game where you dodge enemies, collect powerups, survive boss fights, and unlock higher levels.

Features:

  • Boss fight system with projectile attacks
  • Multiple enemy types
  • Powerups (shield, speed boost, double points, extra life)
  • Level progression + save system
  • Gamepad support
  • Audio + UI system
  • Dynamic difficulty scaling
  • State-based game flow (menu, pause, countdown, bossfight, game over, etc.)

The whole project was built from scratch in C++ using raylib.

Working on this taught me a lot about:

  • game loops
  • collision systems
  • entity/state management
  • timers
  • balancing difficulty
  • organizing a larger codebase

Big thanks to u/leifbron for helping me normalize the player movement vector properly — movement feels much better now.

Some parts are definitely still messy, but finishing a complete playable project feels great.

Would love feedback from other raylib devs.

Link to game: https://pingponger231.itch.io/avoid-b

u/Pale-Candidate-4122 — 1 month ago

I’m a very young beginner gamedev — how should I promote my first game?

Hi!

I’m a very young beginner developer and recently released my first small arcade-style game made in C++ using raylib.

Right now I’m trying to learn not only programming/game design, but also how indie developers actually get people to notice their games.

I’ve been posting on a few subreddits and Discord servers and already got some feedback and a few downloads, which honestly feels really motivating

But I still have a lot of questions:

• Should I tell all my friends about the game, or is that a bad idea early on?
• What platforms are best for promoting very small indie games?
• What makes people actually click/download a game?
• Is GIF/video marketing really that important?
• At what point should a beginner start thinking about Steam?
• How do you improve a game when feedback is very mixed?
• What are common mistakes beginner indie devs make when trying to promote games?

I’d really appreciate advice from more experienced developers.

If anyone wants to see the game itself, I’ll put it in a comment

reddit.com
u/Pale-Candidate-4122 — 3 months ago
▲ 38 r/raylib+6 crossposts

Game Title: Avoid Bubbles Game

Playable Link: https://pingponger231.itch.io/avoid-b

Hi! I’m a young developer and I’ve been learning C++ recently.
I made a small arcade game where you dodge enemies and try to survive as long as possible.

The game starts simple but gets chaotic pretty quickly — I’m trying to find the right balance between fun and difficulty.

I’d really appreciate any honest feedback

What do you think I should improve first?

• Does the difficulty feel fair or too frustrating?
• Is the gameplay clear when things get intense?
• Does it look engaging or a bit too simple?

I know it’s not perfect — I’m still learning — so any advice would really help!

u/Pale-Candidate-4122 — 3 months ago