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Free Godot engine port for Nintendo Switch

rawrlab.com

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Re: Free Godot engine port for Nintendo Switch

#181

My 12 year old and I made a little game in Godot and it turned out pretty playable. I think in her peer group the second most popular device after the iPhone is the Switch. It would be incredibly cool if we could get our game to run there. I already found two GitHub repos with Godot ports, and this RAWRLAB announcement confirms that it will be doable on a technical level. However, I reckon that we do not qualify for…

Nintendo really wanted to encourage indie gaming on the Switch, so any individual can register to be an authorized developer: https://developer.nintendo.com/ .

It’s extremely hard. I’ve tried to get my released games into the Switch and am rejected because I don’t have a team with console launch experience. Nintendo asks for team member resumes etc.

Of course at the same time they have tons of junk in the store. It turns out the trick is to just use a publisher.

Re: Free Godot engine port for Nintendo Switch

#182
post #6

Earlier quoted context omitted.

It's most likely around 30% which seems to be the norm for stores like this

Also, physical retail distribution is likely around the same 30% ballpark.

For a console game you'd have to pay a 10-20% title fee and then the retailer also takes 30-40%.

Re: Free Godot engine port for Nintendo Switch

#183
post #19

My 12 year old and I made a little game in Godot and it turned out pretty playable. I think in her peer group the second most popular device after the iPhone is the Switch. It would be incredibly cool if we could get our game to run there. I already found two GitHub repos with Godot ports, and this RAWRLAB announcement confirms that it will be doable on a technical level. However, I reckon that we do not qualify for…

How does the Mig Switch site not say at all what the product is? I clicked around for two minutes and still have no clue what it is or does.

A product description is available if you click the “View full details” link to the bottom right of the Buy button, which leads to https://migswitch.store/products/mig-switch-pre-order. I agree that that information should be more prominent.

Re: Free Godot engine port for Nintendo Switch

#184

This is great news! Too bad there's no C# support as of yet. But it's definitely a step in the right direction. Plus, not all projects need the performance boost of C#. Seems like Godot is about to grab a bit more market share from Unity.

C# is fully supported, you just install godot mono

From the page:

> No C# or GDNative/GDExtension: Only GDScript is supported. Native extensions are not supported, but you can try to convert them into internal modules.

Re: Free Godot engine port for Nintendo Switch

#185
post #78

I know "asymptotically close to zero" about game development and the like, so if someone who works in this space could answer this I'd be appreciative: what, if anything, would make you use Unity or Unreal instead of Godot for making a game today? This isn't meant as a passive aggressive question to push some kind of open source narrative, but a genuine curiosity. Since I know basically nothing about the industry, I'…

I've done game jams with both Godot and Unity. Mainly the plug-ins, particularly third party plug-ins for unity are better. One of them being cinemachine. Another example would be a tool call technique collider creator that let's you paint collider primitives. That tool alone saved about 300 hours of work. For many developers the Cinemachine tool is very useful as well. The other feature is the ability to edit game o…

> The other feature is the ability to edit game objects while the game is running in editor mode for debugging.

+1 to this. Having switched to trying Godot Vs unity, this was the biggest "missing feature" that made godot harder to work with Vs unity. (I am no pro, not even indie, just a hobbyist)

In unity you can pause that game and view and/or modify game object's variables/properties/etc in real time. In Godot it feels like it just compiles and runs a binary that is disconnected from the editor. Yes you can debug the code, but the "live" integration with the visual editor is very useful when prototyping and trying out ideas as it lets you move things around and change variables, which you can't really do with debugging

Re: Free Godot engine port for Nintendo Switch

#186
post #38

Earlier quoted context omitted.

It looks like a Switch dev kit is only ~$450 from Googling. I believe dev kits in the past were far much expensive.

This is the insanity I don't understand. Developing for desktop systems is essentially free. Developing for iOS devices is $99 a year (plus store commission) for literally anyone. Developing for consoles? Oh, you have to be a business entity, you have to pass approval process, you have to buy a dev kit, you have to... And then also pay a commission.

Also you have to pay to get your game rated by the ESRB (at least if it's physical. Maybe not required to pay money for digital games from what I'm seeing with a Google search? Although we had digital games we still got ESRB rated).

It's been more than a decade since I worked on a console game, but I think at the time that cost us $750.

Re: Free Godot engine port for Nintendo Switch

#187
post #167
post #145

Earlier quoted context omitted.

You said it yourself, Nintendo platform bouncers let too many spoil the party. Here is the thing, we aren't entitled to anything in life. Don't like the way consoles work? Don't buy them.

> Here is the thing, we aren't entitled to anything in life. Are you sure about that? I'm entitled to a lot of things if my country's laws are anything to go by, for some reasonable definition of entitlement. I could be entitled to running my own software on a Switch if lawmakers say so. The EU already forced Apple, so what's another platform?

Start a petition to see how far you will go, good luck.

Re: Free Godot engine port for Nintendo Switch

#188
post #150
post #140

Earlier quoted context omitted.

>and Cinemachine Phantom Camera does most of that in Godot. >Unity exports to WebGL Godot also does that, albeit without C# support until the next major version.

Godot WebGL is not production ready. It-kinda-works is as good as it gets. Godot webgl will not run on MacOS, defeating the whole point of WebGL/HTML5 “Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0” https://docs.godotengine.org/en/stable/tutorials/export/expo...

Not sure that macos 8s the whole point of webgl/html5.

The market share for Mac gamers must be very, very low. Like under 1%-low?

Re: Free Godot engine port for Nintendo Switch

#189
post #78

I know "asymptotically close to zero" about game development and the like, so if someone who works in this space could answer this I'd be appreciative: what, if anything, would make you use Unity or Unreal instead of Godot for making a game today? This isn't meant as a passive aggressive question to push some kind of open source narrative, but a genuine curiosity. Since I know basically nothing about the industry, I'…

The navigation and path planning in godot are pretty primitive.

Re: Free Godot engine port for Nintendo Switch

#190

Earlier quoted context omitted.

I've done game jams with both Godot and Unity. Mainly the plug-ins, particularly third party plug-ins for unity are better. One of them being cinemachine. Another example would be a tool call technique collider creator that let's you paint collider primitives. That tool alone saved about 300 hours of work. For many developers the Cinemachine tool is very useful as well. The other feature is the ability to edit game o…

> The other feature is the ability to edit game objects while the game is running in editor mode for debugging. +1 to this. Having switched to trying Godot Vs unity, this was the biggest "missing feature" that made godot harder to work with Vs unity. (I am no pro, not even indie, just a hobbyist) In unity you can pause that game and view and/or modify game object's variables/properties/etc in real time. In Godot it f…

When's the last time you tried it? This feature has been in Godot for as long as I care to remember, I use it daily.
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