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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

#191
post #161

Earlier quoted context omitted.

> just fake the signature That's not how cryptography works.

Can you explain how it works? I read a bit here. https://wololo.net/2024/01/10/it-appears-team-xecuter-are-ba... it seems you can use different game certs to make it launch.

The unique certificate is mainly used to verify that a cart is authorized to be played online, the game files themselves are signed in their entirety and a console not running CFW will not accept any modified files.

Re: Free Godot engine port for Nintendo Switch

#192

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…

Unrelated but I’m kind of terrified what the mig is going to do to the market. Crazy piece of tech but the signed carts getting cloned are going to get real interesting real fast.

Re: Free Godot engine port for Nintendo Switch

#193

Earlier quoted context omitted.

"only" If it's to dev a game with your kid, that pricey. Pricier than the console itself. Pricier than to dev for android or iphone, or any laptop. Or the steam deck for that matter. Expensive dev kits made sense for devs 20 years ago, but today they are just a way to lock the ecosystem.

Nintendo doesn't owe you a cheap way to deploy your custom binaries to devices. Buy a Steam Deck if you want that. Build it for Web GL or Android. Plenty of options exist. I'm not sure what OP actually wants here. Even if you can get your game running on your own Switch, it's not easy to get it up on the store.

> Nintendo doesn't owe you a cheap way to deploy your custom binaries to devices.

Why not? Why should I not be allowed to run whatever I want on a device I supposedly own?

Re: Free Godot engine port for Nintendo Switch

#194
post #89
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'…

Indie gamedev company co-founder here: 14 people team, 2 games released + next in progress and signed with publisher. There are few big reasons why you can't just go and use Godot. Publishers. Basically 3 years ago when we made our first game together using Godot it was main reason why we were rejected by some publishers. Now situation can be slightly different, but many publishers still have in-house pipeline that o…

Nice answer. I have to say both the games on your Profile look great, and I am definitely going to try one tonight.

Do you recommend I start with Dwarven Skykeep or Vengence of Mr. Peppermint if I'm playing on a Steam Deck?

Re: Free Godot engine port for Nintendo Switch

#195
post #150

Earlier quoted context omitted.

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?

Those numbers are for desktop game sales, not people who might want to play your game in their browser.

Being unable to load up a browser game on macOS is a pretty big deal when the main upside of a browser compile target is portability and accessibility.

Re: Free Godot engine port for Nintendo Switch

#196
post #163
post #124

Earlier quoted context omitted.

It's comparable to how open source code can also be patent-encumbered. It's MIT licensed but Nintendo's NDA still applies. The license can't supersede that.

I feel like the license definitely can supersede that - you obviously wouldn't be GPL compliant if you required everyone who got access to your code to sign an NDA, for example.

Nintendo's NDA would only apply to people that signed the NDA. If some third party acquired the code without signing the NDA, the NDA shouldn't apply to them.

Re: Free Godot engine port for Nintendo Switch

#197
post #72

Earlier quoted context omitted.

It's because they want(ed) to keep a higher standard of quality on their store and keep homebrewers and cheaters away.

I believe you're right, but the first part didn't work. The Switch eShop has an incredible amount of shovelware.

Hence the want(ed).

Re: Free Godot engine port for Nintendo Switch

#198
post #147
post #97

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It's not that easy, unfortunately - I'm a registered developer (for the Wii U) and to be 'enabled' for Switch development, you need to jump through a bunch of hoops including describing your previous experience with games development and so on. The barrier for Wii U was significantly lower thanks to the 'Nintendo Web Framework', a web tech SDK that let you build games without needing to use tooling like Unity or mess…

They're still that strict. I attempted to get authorized several months ago and Nintendo did not even bother to respond to a developer with a few phone game and app releases.

Their store is full of very nearly junk releases. How do they distinguish between a lot of experience, and a lot of experience with junk?

Re: Free Godot engine port for Nintendo Switch

#199
post #60
post #38

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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.

Thank US 1983 crash for that. Gatekeeping is a way to avoid a minium level of quality, instead of a dumpster copy cat trash that inudates all the stores where there is no control. Want to learn how to do consoles? Get a toy handeld using ESP32 or Arduino.

There's quite notoriously no minimum level of _quality_ required to publish on the Switch store.

Here are three identical low-quality Switch games from three different publishers:

https://www.nintendo.com/us/store/products/word-chef-switch/

https://www.nintendo.com/us/store/products/chef-word-ardee-s...

https://www.nintendo.com/us/store/products/eat-your-letters-...

And here's the Unity asset that these games use almost verbatim:

https://assetstore.unity.com/packages/templates/packs/word-s...

If Nintendo wanted to gatekeep on quality, publishers wouldn't be able to publish Unity assets directly to the shop, much less multiple publishers shipping the same asset.

If OP's kid buys a Unity asset and publishes it directly to the eShop, she'll have done the same amount of work as these publishers and produced the same quality of app. She can't because of Nintendo's developer program, not because Nintendo would disqualify it as poor quality.

Re: Free Godot engine port for Nintendo Switch

#200
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...

"Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0"

I have read this line of the documentation a dozen times and I still don't understand what they mean by it. An HTML5 game is supposed to be run in a browser, are they saying that web GL 2.0 games won't run on a Mac even in a chromium browser?

Or are they saying that the export process to create the HTML5 game won't run on a Mac?

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