@godotengine
Godot Engine
2 years
In this article you will find all the information you need to know regarding to publishing Godot titles on consoles!
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@KyleTheCoder
BackAt50Ft
2 years
@godotengine @reduzio "It must support the platform efficiently (the port must be optimized for it)." Does this mean if a game uses my @firebase plugin that, because it isn't officially supported by Google, it likely wouldn't pass muster? I realize the game must be okay, but what about libraries?
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@FlynnsArcades
🎮Flynn's Arcade 🎮
2 years
@godotengine Guys, you forgot us, @FlynnsArcades . We also do ports and #publish #Godot games on #NintendoSwitch . Next titles coming are #DonutDoDo from @pixelgames , #Murtop from @hiulit and #SpaceDucks ...
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@pineapple_works
Pineapple Works 🍍
2 years
@godotengine Heeey thanks for the mention @reduzio ! 🍍
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@xafier
gamedev_chris
2 years
@godotengine Good read, doesn’t @PlayGotm ports to consoles as well?
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@PurplePinkPinky
Pinky
2 years
@godotengine All i can see is
Tweet media one
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@KRGameStudios
KR Game Studios
2 years
@godotengine "...only large studios with a strong technical backround are assumed to be able to do it." Typo. Also, I have a switch dev console, and I'd give an arm and a leg to be able to use godot on the switch. In fact, I might have a quick looksie at the code... #gamedev
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@TheSmaxx
Smaxx
2 years
@godotengine Curious, since I'm lacking the console to test this, but how does the UWP version play into this? As far as I know UWP can be published to Xbox, too, but I might not be up to date there. One would still need to get licensed, obviously.
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@waekyb
Ben Shimoni
2 years
@godotengine I feel there is a "full disclosure" part necessary for the external companies that assist with porting to consoles section, since a GODOT Engine Co-Founder and current GODOT Project Leadership Committee member is the founder of one of those said company.
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@Saulcava1
🐶Saul🐶🐢
2 years
@godotengine This is a great article to clear how console port work and why godot can´t do first party support. Thanks for being clear Juan.
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@ximn_mbps
smn
2 years
@godotengine When rocket league released on ps4 (for free) psyonix almost ran into bankruptcy. Their steam release saved them. What a save! I read that somewhere, but have no article on hand
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@dos1
Sebastian Krzyszkowiak 🦣 @[email protected]
2 years
@godotengine To be frank, a Nintendo Switch port should actually be perfectly manageable, as there would be no separate renderer necessary there - just a thin layer of platform code. Other platforms are less lucky though.
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@VagrantCG
VagrantCG
2 years
@godotengine Strange decades old business strategy when you have billions of computers and mobile devices with documentation available. Competitors stealing information? They can easily do that anyway. Run stuff without permission? There's a single store, you cannot. Just silly.
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@DavidJayIndie
David Jalbert 🕹
2 years
@godotengine I've heard many devs being concerned that there's no first party support for consoles, but I'm fine with knowing there's 3rd party companies who can do it for you if the need arises. Honestly if my game gets big enough to consider consoles, at that point it won't be an issue.
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@Lucid00
Lucid00.com
2 years
@godotengine UWP is still supported by Xbox and has full access to the power of the Xbox One X. On the base Xbox One only thing it lacks is access to the ESRAM.
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@EmanuilDinev
Emanuil Dinev
2 years
@godotengine Console support isn't the end all of features. We tend to forget the majority of people on the planet have no access to modern consoles. I prefer the engine to be feature rich and stable for the platforms it supports already. Desktop and mobile is plenty.
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@_HexDump_
HexDump
2 years
@godotengine I started reading the blog post with a smiley face. I ended it with a tear in my cheek.
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@Farfalk
Farfalk
2 years
@godotengine Thanks! The main thing that I feel could be missing is: what's the cost range of a console port by pineapple/lonewolf/gotm/etc and the main factors that influence it?
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