How to Monetize a Godot Game with Web Monetization
Web Monetization is a new way to monetize web games (and any other web content). Users can sign up through a Web Monetization provider (like Coil) to gain access all Web Monetized content, and creators of that content get paid based on the amount of time users spend on their sites. It uses Interledger, a protocol that allows for quick transfers of money, to enable very fast short-term payments.
We can use Web Monetization to earn money from web exported games made with Godot. We can even check if the user is paying and offer them exclusive content if they are! This tutorial offers example approaches to monetizing your web game using Godot and Web Monetization (WM).
Just Monetize the Game
The simplest step is to alert the WM provider that the game is monetized and give it a pointer to send money to. In general, we do this by adding a
meta tag to the
<head> section of our HTML document. Here's the one included in the demo:
<meta name="monetization" content="$ilp.uphold.com/ghyDriDrafqi" />
The meta tags include the name “monetization” and the content of your payment pointer. Without a payment pointer, the WM provider won't know where to send money, so you'll need to get your hands on one of these to monetize your game. Check out this page to learn how to grab one.
Once you have your payment pointer, open your Godot project and navigate to
Project -> Export.... This will open the window to export your game. If you haven't already added HTML5 to your list of exports, add it by pressing
Add... -> HTML5.
Then, in the
Options tab, add your meta tag (including your payment pointer) under
Head Include to include the tag in the exported game's
<head> section. After you've done that, you'll already be ready to start earning money! WM-enabled users of your web exported Godot game will cause money to be streamed to your payment pointer while they play. The rest of this tutorial covers how to detect Web Monetization and offer exclusive content to those with Web Monetization enabled in Godot.
Check if a User has Web Monetization Enabled in Godot
state of monetization (namely, whether the user's payment is
started). In this case, if it's
started, we'll offer exclusive content.
For this tutorial, we'll be focused on whether the user has a WM provider and whether they're actively streaming money. Thankfully, Godot offers its
First, create a new script called
WebMonetization.gd that extends
AutoLoad this script so it's accessible as a singleton from anywhere in our game. Go to
Project -> Project Settings... and then navigate to the
AutoLoad tab. Add the path of your script and press
Add. The name appearing in the
Name column is how you'll call functions from anywhere in the project (i.e. using
Let's add some code to our singleton that checks whether the user's browser supports Web Monetization, and then, if it does, starts keeping track of whether the user is paying.
As soon as our game loads, we want to know whether the user's browser supports WM, so We'll start by adding some code to our
_ready function that performs the check.
First, add a
poll timer node and a
paying boolean to our singleton's member fields.
var _paying: bool var _poll: Timer
Then, using the
eval method, we can check if the
document.monetization property exists, i.e. if the user's browser supports WM. If it does, we can create timer and
connect it to another method we write, so each time the timer runs out, our method is executed (we'll cover signals more in-depth when we talk about exclusive content). This allows us to repeatedly check whether monetization is started. (If you only care about the first time monetization starts and don't care to check repeatedly, you can add the commented line to free the timer node at that point.)
Now, we can write a method, accessible from anywhere in the project, called
is_paying that returns our whether the user is currently paying.
func is_paying() -> bool: return _paying
Offering Exclusive Content to Web Monetized Users
Here are two useful ways to act on whether a user has WM enabled and offer them exclusive content if they do.
This is how the gate works in the demo. When the player
KinematicBody2D enters the gate's
Area2D, the gate checks whether the user is paying using
WebMonetization.is_paying(). If the method returns
True, we open the gate and disable the gate's collision so the user can pass through.
Right are the
AnimatedSprites corresponding to the left and right sides of the gate, respectively.)
func _on_Area2D_body_entered(body: CollisionObject2D): if body is KinematicBody2D and WebMonetization.is_paying(): $Opening/CollisionShape2D.set_deferred("disabled", true) $Left.play("open") $Right.play("open") func _on_Area2D_body_exited(body: CollisionObject2D): if body is KinematicBody2D and WebMonetization.is_paying(): $Opening/CollisionShape2D.set_deferred("disabled", false) $Left.play("close") $Right.play("close")
set_deferred() here to ensure that the collision shape is disabled when it's safe to (after the current frame's physics step has finished).
Using Godot's Signals
For content that needs to change as soon as payment starts, we can use Godot's Signals, analogous to the observer pattern in software design. Essentially, objects in Godot can
emit signals, like a signal for when monetization starts, and other objects can
connect those signals to their own methods, so that whenever those signals are emitted, their own methods are called. It's like a subscription. This is how the sign's popup works in the demo.
First, we need to declare the signals for when monetization starts and stops. We'll do this near the member fields we've already declared in the
signal on_monetization_started signal on_monetization_stopped
Now, we need to actually
emit this signals when their corresponding events occur. Since we already have a method,
_on_poll_timeout, called regularly that checks if the user is paying, we can do this from that method.
Now, when the gate is ready, we
on_monetization_started signal to a method belonging to
self which we'll then write,
func _ready() -> void: WebMonetization.connect("on_monetization_started", self, "_on_monetization_started")
_on_monetization_started() method should enable our exclusive content, since it's connected to the signal emitted when the user starts paying. In this case, we're changing the text on the sign's popup to thank the user.
func _on_monetization_started() -> void: $PanelContainer/Label.text = """Thanks for supporting our work with Web Monetization!"""
If you'd like, you can follow a similar approach to change the content back when monetization stops.
That's it! In this tutorial, we've covered how to detect if a user's browser supports Web Monetization in the Godot Game Engine, and, if it does, two ways to act on that and offer exclusive content.
I'd love any feedback and/or corrections you might have! Feel free to email
firstname.lastname@example.org or create an issue or PR on the GitHub repo. Thanks!
Innkeeper Games is a one-person indie game studio making warm games about community while creating educational resources for game developers. If you're interested in more tutorials and game development content from Innkeeper Games, follow me on Twitter and subscribe to get new posts directly in your inbox.#Tutorial #Godot #WebMonetization
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