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Free Godot engine port for Nintendo Switch

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Re: Free Godot engine port for Nintendo Switch

#221
post #180

Earlier quoted context omitted.

what prevents any company from releasing their code under MIT and then adding a shrinkwrap EULA that prevents looking at the code or modifying it? The license wouldn't mean anything. This has been an intentional feature of MIT/BSD licenses all along. Tons of proprietary products are built on MIT/BSD code.

No, you misunderstand me. You can build a proprietary product on top of MIT/BSD code. You can not revoke someone else's license. You CAN put MIT code in a proprietary product and not share it. But you can NOT tell someone else that they are not legally allowed to share code that they have been given under an MIT/BSD license. The MIT license is permission to share the code. Nothing would prevent this project from buil…

Yeah, I agree. This code is not under MIT license. It's apparently under an informal, poorly-specified proprietary license that limits redistribution.

Re: Free Godot engine port for Nintendo Switch

#222

Earlier quoted context omitted.

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.

Yeah but if it works on Windows, who cares about the tiny tiny tiny vanishing percentage of Mac users? I would prefer Godot concentrate on implementing missing features and improvements rather than trying to support the tiny number of MacOS gamers who want to use a browser.

Re: Free Godot engine port for Nintendo Switch

#223
post #220
post #216

Earlier quoted context omitted.

Thanks, this makes a lot of sense, and I learned about how games are really created. It's sad because I see devs like Notch or Zeekerss who somehow go solo and make millions, but clearly these are the exceptions and these medium-sized teams are typically the minimum required to get a real game out the door.

There are no "one size fits it all". Some good games can be built by one person given there are right tools available and your skillset is align well. Problem with solo development is that you can't make a job out of it unless you are already have big community of followers or released something popular. I sure it's possible to get $100,000 of budget for a new game as team of 5 people to release it within 6-12 mointh…

Makes sense, the retro / pixelated style is always going to cost less, but maybe have less wide appeal.

Re: Free Godot engine port for Nintendo Switch

#224
post #223
post #220

Earlier quoted context omitted.

There are no "one size fits it all". Some good games can be built by one person given there are right tools available and your skillset is align well. Problem with solo development is that you can't make a job out of it unless you are already have big community of followers or released something popular. I sure it's possible to get $100,000 of budget for a new game as team of 5 people to release it within 6-12 mointh…

Makes sense, the retro / pixelated style is always going to cost less, but maybe have less wide appeal.

To be honest this is quite opposite. When you make 3D game you can re-use a lot of models and art assets from Unity / Unreal stores and easily hide the fact by using some filters or shading configuration.

When you do pixel art you cant just buy bunch of art packs and expect them to work together. And for anything high-quality you'll be creating all the art from scratch for every project.

Of course I not talking about very basic 8-bit stuff, but about something that is actually looks good and well animated.

Re: Free Godot engine port for Nintendo Switch

#225

Earlier quoted context omitted.

A few years ago I started messing with Unity and for the most part it was a decent engine with many platforms you can target which is a huge plus. Their whole licensing issue of late made me think though, do I really want to put years of my life into building a game when the owner of the engine can make changes which negatively impact my project? Now, this could happen with any engine that you don't own but Epic uses…

But does it target switch? Or does a company offer porting to switch with potential issues?

I don't know 100%, From looking at the documentation you need to prove you are a licensed developer for Nintendo and then you can get access to export to the Switch inside unity.

Re: Free Godot engine port for Nintendo Switch

#226
post #39

Earlier quoted context omitted.

The website says this: https://arc.net/l/quote/btugrszz

https://godotengine.org/features/#script ""Leverage your C# experience to feel right at home If you're an experienced C# user, Godot offers you first-class support for the .NET platform. Power your game with familiar libraries and give them performance boost, while still benefiting from close engine integration.""

Yeah, thats the main engine site, the link submitted here is for a specific port. Not the same.

Re: Free Godot engine port for Nintendo Switch

#227
post #224
post #223

Earlier quoted context omitted.

Makes sense, the retro / pixelated style is always going to cost less, but maybe have less wide appeal.

To be honest this is quite opposite. When you make 3D game you can re-use a lot of models and art assets from Unity / Unreal stores and easily hide the fact by using some filters or shading configuration. When you do pixel art you cant just buy bunch of art packs and expect them to work together. And for anything high-quality you'll be creating all the art from scratch for every project. Of course I not talking about…

Interesting, so seems like asset stores are way bigger than I thought. I guess, when I think of Pixel art games, I'm thinking about indie games like Stardew Valley, Celeste, and Undertale, maybe I am just revealing my own gaming biases.

Re: Free Godot engine port for Nintendo Switch

#228
post #100

Earlier quoted context omitted.

This might not be feasible. If you are making a game for yourself and your kid, you might not be using assets (art, sound, etc.) that you could distribute/sell in your game. I made a game for my daughters 3rd birthday, recorded some Blipi and Coco Melon songs off youtube that I put in the game. I would not have the right to sell the game without securing rights to the songs (unless I want a lawsuit on my hands).

How would you distribute that over the Switch in the first place to the daughter and/or friends if you don't have the licenses to the assets you're using?

>How would you distribute that over the Switch

I wouldn't, I don't. The game is a PC game.

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