Thank you for sharing so much info (including the links). It's inspirational to know that our Godot games can be ported to the Nintendo Switch :) might I suggest for the next video - the porcelain pinapple, it's cute and I get it, but it takes up so much of the screen space that you could zoom in much closer on the game itself, even to the point of cropping out the hands slightly, enough to see the hands controlling it but putting the focus on the game window. And either not touching the table with your arms or mounting the camera to something other than the table, there's a lot of wobbling caused by your hand movements!
I’m looking forward to what Godot 4.0 can do, especially if it runs well on the Switch! I wonder how close to AAA Godot 4.0 will get. I prefer Nintendo consoles so I don’t care so much about it running on other consoles just as long as it can make games for Nintendo consoles, preferably AAA quality or close to it. It would be cool if Godot became the preferred engine for Independent AAA/AAA Indie developers and it runs on at least Nintendo consoles (or exclusively when it comes to consoles, Nindies!).
Salah chafai look forward to them, but I’m still getting 4.0 when it gets out, I’ve been wanting to try the Godot Engine but heard it wouldn’t be close to AAA til 4.0 so I decided to wait til 4.0 came out to get it. That’ll give me the chance to get the engine under my belt before 5.0 and 6.0 come out anyway. I heard Godot is easier to work with than even Unity, and it’s completely free. I wonder how long it’ll be before it’s in league with Unreal and CryEngine, just as long as it stays easy to work with and free I want it to soar!
@Salah chafai That comment didn't age well. Sonic Colors Ultimate released this year is an AAA game made in Godot 3.1. Godot 3 was totally not designed for that, but they pulled it off. 4.0 is much more capable, so more companies might pick it up. Mostly due to lack of royalties, which is a huge plus for big studios.
You're studying how to make games in Godot or the internals of the engine itself? We can't provide a tutorial or "how we did it", if that's what you're expecting.
@@Lucas-gg9yb oh, well, it depends on the game really, there are no fixed costs for this as it depends on how much work we have to spend on making the game ready for the Switch. Also, if we like your game and you'd like us to be your publisher, the costs of porting becomes our own investment.
I can't see any of these games on the official nintendo switch store. Are these games still work in progress (port wise)? Can you give us the names of some games that you already ported successfully that we can check out on switch?
Hi! All of the showcased games are either work in progress (not released yet on any platform) or open source projects. We have no published Godot games on the eShop at the moment. We're already working with several developers though, so it's a matter of time.
@@PineappleWorks Can't wait for you to show off your work and listen to the feedback of developers that are working with you! I hope you'll do great and that someday I too can contact you for help in publishing godot game on switch!
Can you port Godot game, written on C# scripting, where a big piece of code is near-to-impossible to rewrite to GDScript? In other words, does your console ports support mono?
Not yet, but we're working on it. We aim to support Godot Mono in our console ports as more and more Godoters (especially newcomers) choose C# over GDScript for their projects.
If I'm not wrong, the Mono CLR supports the PS4 and Xbox ONE, but not the Nintendo Switch. Frameworks like MonoGame and FNA cross-compile to native C++ code to have it run on the Switch. But keep an eye on .NET 5; it will support AOT compilation for iOS, WebAssembly, and gaming console targets, and someone managed to get the .NET Core running on the PS4, Xbox ONE, and Nintendo Switch via the CoreRT.
I've recently started working on a project but had a pretty bad experience with some of godot's 3D character animation features. It still feels a bit barebones in the 3D department, which is a shame cause I really love working with Godot, unlike Unity which is the bane of my existance. Sadly, I find myself too often hitting potential roadblocks of very basic stuff Godot just doesn't have, and being able to port to console is one of them. While this is a great motivation, I'm questioning if sticking with Godot or begrudgingly switching to Unity.
Pineapple Works Interesting. Although how would developing for it work for me? I assume your export templates are highly proprietary and you’d never give it out to a developer looking to port, so how would I test and debug Switch-specific features on my game?
@@robertkiestov3734 in general, it's our job and responsibility to port the game, not the developers that sign up with us, so that's not an issue really
@@robertkiestov3734 Oh plenty :) From obvious things like having to add gamepad support, native systems integration, changing the UI to conform to the platform etc., through bugs like visual glitches (problems with shaders for example) down to performance optimization. It's not an easy process, especially since later your build needs to pass extensive testing and checks done by the console platform's QA team.
Are you related to any of the godot maintainers? The first company who can port on consoles are one of the core maintainers of godot. Is this the reason why they refuse to use renderers like bgfx in godot so that “their” companies will do the porting on split share or fixed price? So I guess this is the godot business model.
Hi! No, we're not related to any of the Godot core developers or project founders. We develop our porting technology independently. We can't really comment on the second question.
Both options are valid. It all depends on the arrangement that we make with the developer or publisher of the game. If the game developer doesn't have the means to self-publish, paying us to make a port wouldn't make much sense.
I saw in Godot docs that you port to Xbox and play station but since open gl and Vulcan aren’t supported on Xbox and play station how do you get it to work on those platforms
@@PineappleWorks Dang games are still coming out for it and its such a beautful system (Untill Sony screwed it up) Will Godot at least make it easy to port games
@@BrotherShield Sony already stopped manufacturing new units and will end support for the platform soon. There are no physical releases being made for the system anymore. To date, no Godot game developer asked us if we can release their game on the PS Vita. I'm sorry to point it out like this but basically - there's no demand and the player base will only get smaller.
@@PineappleWorks Sony has already stoped Support for the vita in 2018 its already discontunied, its the vita community that keeping the system alive till this day, (the fan base is really strong) not sony themself's, as indie titles still coming out for it, there are still physical release's, but again it not from sony themselfs its from the indie developers if deminde is high for a pacific game.
Sure I’m a little late to the party, can someone explain why Pineapple feels entitled to wedge itself between us as developers and a platform port? Seems to me that they are about as useful and expensive as a literary or talent agent for the lazy and ignorant.
I wish I had a complete game that needed porting!
This video was made to motivate you in finishing your game, my friend!
I'm working on one now! I'll be calling these guys next year hopefully
Hey dude, it has been an year. Hows your game?
@@koles32 Very incomplete haha
Seems to port very well! Amazing work!
Thanks!
The background music is sick !
Thank you for sharing so much info (including the links). It's inspirational to know that our Godot games can be ported to the Nintendo Switch :) might I suggest for the next video - the porcelain pinapple, it's cute and I get it, but it takes up so much of the screen space that you could zoom in much closer on the game itself, even to the point of cropping out the hands slightly, enough to see the hands controlling it but putting the focus on the game window. And either not touching the table with your arms or mounting the camera to something other than the table, there's a lot of wobbling caused by your hand movements!
Wow I didn't know that there were so many games made by Securas that work on the Nintendo Switch, and I thought this was not possible, it's great
1:02 It's the details.
Will definitely have to keep an eye on you guys for the future. Good job!
We'll be in touch in the near future.
Looking forward to it already! :)
OMG SICKK 🔥🔥
I'm learning Godot now
Gonna need a name for that shnazzy beat sir.
Here you go: ruclips.net/video/1hEvKvc_dCY/видео.html
Awesome
Awesome :D great work
I’m looking forward to what Godot 4.0 can do, especially if it runs well on the Switch! I wonder how close to AAA Godot 4.0 will get. I prefer Nintendo consoles so I don’t care so much about it running on other consoles just as long as it can make games for Nintendo consoles, preferably AAA quality or close to it. It would be cool if Godot became the preferred engine for Independent AAA/AAA Indie developers and it runs on at least Nintendo consoles (or exclusively when it comes to consoles, Nindies!).
Salah chafai I was speaking future tense
Salah chafai So, Godot 5 or 6 maybe?
Salah chafai look forward to them, but I’m still getting 4.0 when it gets out, I’ve been wanting to try the Godot Engine but heard it wouldn’t be close to AAA til 4.0 so I decided to wait til 4.0 came out to get it. That’ll give me the chance to get the engine under my belt before 5.0 and 6.0 come out anyway. I heard Godot is easier to work with than even Unity, and it’s completely free. I wonder how long it’ll be before it’s in league with Unreal and CryEngine, just as long as it stays easy to work with and free I want it to soar!
@Salah chafai That comment didn't age well. Sonic Colors Ultimate released this year is an AAA game made in Godot 3.1. Godot 3 was totally not designed for that, but they pulled it off. 4.0 is much more capable, so more companies might pick it up. Mostly due to lack of royalties, which is a huge plus for big studios.
Have you begun to prepare to write new export templates for 4.0?
Yes, Godot 4.x will be supported of course.
@@PineappleWorks So the switch supports Vulkan? Cool
How about multiplayer integration ? (native or third service like the new epic service)
It's possible. We're actually working on some Godot online multiplayer projects so stay tuned for announcements.
Have you ever messed with porting Godot games made in C#?
if only I had a finished game
just for curiosity i wish to know how to port a godot game for switch, i'm studying the engine and i think i can do it in a future.
You're studying how to make games in Godot or the internals of the engine itself? We can't provide a tutorial or "how we did it", if that's what you're expecting.
@@PineappleWorks nope, i want to know how much it costs to port a game made in godot, because i wish to do it in the future.
@@Lucas-gg9yb oh, well, it depends on the game really, there are no fixed costs for this as it depends on how much work we have to spend on making the game ready for the Switch. Also, if we like your game and you'd like us to be your publisher, the costs of porting becomes our own investment.
@@PineappleWorks great! thanks so much for information
I can't see any of these games on the official nintendo switch store. Are these games still work in progress (port wise)? Can you give us the names of some games that you already ported successfully that we can check out on switch?
Hi! All of the showcased games are either work in progress (not released yet on any platform) or open source projects. We have no published Godot games on the eShop at the moment. We're already working with several developers though, so it's a matter of time.
@@PineappleWorks Can't wait for you to show off your work and listen to the feedback of developers that are working with you! I hope you'll do great and that someday I too can contact you for help in publishing godot game on switch!
Can you port Godot game, written on C# scripting, where a big piece of code is near-to-impossible to rewrite to GDScript? In other words, does your console ports support mono?
Not yet, but we're working on it. We aim to support Godot Mono in our console ports as more and more Godoters (especially newcomers) choose C# over GDScript for their projects.
If I'm not wrong, the Mono CLR supports the PS4 and Xbox ONE, but not the Nintendo Switch. Frameworks like MonoGame and FNA cross-compile to native C++ code to have it run on the Switch. But keep an eye on .NET 5; it will support AOT compilation for iOS, WebAssembly, and gaming console targets, and someone managed to get the .NET Core running on the PS4, Xbox ONE, and Nintendo Switch via the CoreRT.
Does Godot port support C # or will it be supported in the future?
It will be supported in the future. It's definitely possible, we just have to spend more time on it to make it happen.
I've recently started working on a project but had a pretty bad experience with some of godot's 3D character animation features. It still feels a bit barebones in the 3D department, which is a shame cause I really love working with Godot, unlike Unity which is the bane of my existance. Sadly, I find myself too often hitting potential roadblocks of very basic stuff Godot just doesn't have, and being able to port to console is one of them. While this is a great motivation, I'm questioning if sticking with Godot or begrudgingly switching to Unity.
How exporting to Nintendo switch??
Please contact us at pineapple.works if you want to know more.
THIS!!
How exactly is this accomplished? Porting Godot games to Nintendo Switch?
We wrote our own export templates which target Nintendo Switch.
Pineapple Works Interesting. Although how would developing for it work for me? I assume your export templates are highly proprietary and you’d never give it out to a developer looking to port, so how would I test and debug Switch-specific features on my game?
@@robertkiestov3734 in general, it's our job and responsibility to port the game, not the developers that sign up with us, so that's not an issue really
@@PineappleWorks Are there any significant issues that may occur during the porting process?
@@robertkiestov3734 Oh plenty :) From obvious things like having to add gamepad support, native systems integration, changing the UI to conform to the platform etc., through bugs like visual glitches (problems with shaders for example) down to performance optimization. It's not an easy process, especially since later your build needs to pass extensive testing and checks done by the console platform's QA team.
How do you get these games? I don’t see them in eshop
I can't find any of these games on the Nintendo eshop.
It's because these are mostly demos, WIP games or gamejam titles.
Can you port games made in gdscript in godot?
Well, yes, as GDScript is the default language in Godot.
@@PineappleWorks Alright I'm gonna contact you guys further down the line for porting my godot game
Can this be ported to Xbox on PlayStation?
Yes, it's possible. We're working on Xbox and PlayStation support.
hey. is it possible to make godot games and export it to xbox? just wondering.
Sure it's possible. There's already a few games on Xbox One, but it's a bit limited because it's possible with UWP export currently.
are u a publisher or do u charge for porting the games?
We're a publisher and we'd love to publish Godot games on consoles!
@@PineappleWorks why not a good engine?
Do any of these happen to use C++?
IIRC all of the above showcased games were coded with GDScript.
@@PineappleWorks Well, nice to know; thanks!
@@akshayazariah You can still use C++ too though.
@@zerosypher0114 Yeah, I was pretty sure, considering that C++ is native. I'll stick to C-styled C++, though.
🍍
Are you related to any of the godot maintainers? The first company who can port on consoles are one of the core maintainers of godot.
Is this the reason why they refuse to use renderers like bgfx in godot so that “their” companies will do the porting on split share or fixed price? So I guess this is the godot business model.
Hi! No, we're not related to any of the Godot core developers or project founders. We develop our porting technology independently.
We can't really comment on the second question.
Do you charge x porting? O take a chunk from the total revenue of the game?
Both options are valid. It all depends on the arrangement that we make with the developer or publisher of the game. If the game developer doesn't have the means to self-publish, paying us to make a port wouldn't make much sense.
@@PineappleWorks so is more common take certain part of the money
@@3nkidu465 yes, most indie gamedevs who reach out to us are interested in publishing deals than paying us for services
I saw in Godot docs that you port to Xbox and play station but since open gl and Vulcan aren’t supported on Xbox and play station how do you get it to work on those platforms
Trade secret haha 😉
How can I do this with my own game? I mean, last time I checked Godot didn’t have Nintendo Switch support...
It has, but it's not provided by the Godot Engine team directly. Here's the full info: docs.godotengine.org/en/stable/tutorials/platform/consoles.html
@@PineappleWorks I see, thank you!
Hi what is the way of the porting?, is it free?
It's not free but depending on your game we might be able to work something out 😀
How to port godot games for nintendo swich?
You do that by contacting us of course :)
How did you do that
We ported the games to switch haha
what about step by steps.
tutorial?
Tutorial on how to port the engine to Nintendo Switch? Sorry, but we can't do it without breaking agreements with Nintendo.
Please try this game to see how it works with the switch.
github.com/godotengine/tps-demo
Do you have to have a rooted switch to get godot
No we just ported it fair and square on a regular switch 😀
How did you get those ports
Unless I'm mistaken, Pineapple Works are the ones porting the games.
Nice What about PS Vita Next
We don't plan on supporting PS Vita.
@@PineappleWorks Dang games are still coming out for it and its such a beautful system (Untill Sony screwed it up) Will Godot at least make it easy to port games
@@BrotherShield Sony already stopped manufacturing new units and will end support for the platform soon. There are no physical releases being made for the system anymore. To date, no Godot game developer asked us if we can release their game on the PS Vita. I'm sorry to point it out like this but basically - there's no demand and the player base will only get smaller.
@@PineappleWorks Sony has already stoped Support for the vita in 2018 its already discontunied, its the vita community that keeping the system alive till this day, (the fan base is really strong) not sony themself's, as indie titles still coming out for it, there are still physical release's, but again it not from sony themselfs its from the indie developers if deminde is high for a pacific game.
Sure I’m a little late to the party, can someone explain why Pineapple feels entitled to wedge itself between us as developers and a platform port? Seems to me that they are about as useful and expensive as a literary or talent agent for the lazy and ignorant.