I got Godot to build an executable that works on the OGA. Hopefully at some point I'll be able to port things on my own for other people to use. That being said I have been learning so much when it comes to linux, github compiling and everything. I must say doing pixel art and writing a some "if else" is more relaxing for me than trying to compile a bunch of stuff Haha. That's more than enough to start developing some games for the OGA. Until then I got the android image going, exporting to android with Godot works on the OGA. It would enable a lot of inexperienced users to get into gamedev/programming. It'd be nice to get it to work so that Godot games could sit nicely organized with everything else in emuelec. I'll try to get in touch with the person who made that FRT template, I think the problem lies in me not using it properly. I don't think this is something I'll be able to achieve at my current level. Other than giving very basic instructions to a game engine I'm pretty much useless.Īfter a lot of struggling I managed to start compiling Godot on the OGA but it quickly threw and bunch of errors at me and stopped. That's good to hear, allegro seems interesting but definitely too advanced for someone like me. Exported the platformer demo with it and get this error which I don't fully understand when I try to run it on the OGA using. I also tried using the FRT export template. I understand some of the documentation but not everything, and mostly end up running in circles looking for answers.Īs building on a raspberry pi is said to take at least an hour, trying settings without knowing what I'm doing could take quite a long time ^^ I feel like without a lot more prior knowledge on linux in general it will be very difficult to get any result. I have no idea what names I should input for the CPU, GPU and all. I am mostly unsure when it comes to settings to give scons to build godot. I'm very thankful to however posted instruction on getting pico-8 to run by the way, should he read those lines. And while I'm having a blast running games from my childhood, I'm having no success when I try anything beyond following instructions found on the forum. And see new games instead of just some new hardware to play sonic (as great as that is )ĭid you manage to get Godot running on your end pmprog? I would love the for the OGA to turn into little indie beast. ![]() Let me know how things go on your end if you try anything. I don't know when the next batch of OGAs will be but hopefully I'll be able to get my hands on one and do some test myself. Or building for html5 and looking to get that running on OGA. Steps taken on Raspberry Pi could work on the OGA. Having a game engine running on the OGA would allow a lot of newcomers to dabble with game making. I work as a game designer, 95% of what I do is only in the Unity editor, and I'm just now moving to Godot to learn to code, do Jams and improve my skills. While libraries and such should enable someone competent to make a game on the device, I have very little programming skill and it would be very tedious for someone like me. I was mostly saying 3D wouldn't work out of box as it would likely be very poorly optimized for the hardware while 2D isn't very demanding, so it should be smooth right away. I am keen to see some more tools for making native OGA games/apps, and I'm hoping to try and spin up merveric's Debian Buster image and see what I can get running through there My only other thought I might try is to create a libretro core, and maybe using physfs to make my "roms" just be a disk image of files where I'd usually have a resource folder. so I'm obviously missing something, and haven't yet looked into it. I have tried to use AreaScout's SDL build, but whilst I compiled against it last night, it didn't run. That works pretty well, except it's framebuffer only (so 2D only, or at minimum software-based 3D), and I haven't implemented any audio support (because I don't really know what I'm doing when it comes to audio). I've struggled to port Allegro5 natively, but I did write a library that compiled against Allegro5 on desktops and libgo2 on the OGA. I'll be honest, I've been trying to look at options for developing for native OGA builds. as long as you go easy on the shaders and polycount? ![]() As there's emulators for PSone and N64, I don't see why 3D shouldn't be possible also.
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