We have moved to a new Sailfish OS Forum. Please start new discussions there.
49

[Godot 3.2.1 with Sailfish support] You should create games with Godot, now!!!

asked 2020-03-13 18:39:58 +0200

sashikknox gravatar image

updated 2020-05-28 12:41:07 +0200

WARNING :)

I need your support on github in my PR to Godot Engine ) vote for this PR if you want to see support of SailfishOS in Godot 3.2 Pull Request Godot 3.2 SailfishOS support
Link to Issue on GitHub with request for SailfishOS port.

Godot Engine Edtior with SailfishOS export support:
link to release: GitHub.com

What is done in release

  • desktop: great news! Now we can export our project to RPM directly from Editor! :tada:
  • sailfish: add to PusleAudioDriver ability to pause sound stream, when we minimize application (and its succesfully pause all in engine, just wait when we maximize window again)
  • no need more make_rpm.sh script! Just download (or build it by yourself) editor from this release.

Make RPM instructions

  1. Download and install VirtualBox from official download page - SailfishSDK use VirtualBox for its build engine.
  2. Download and install SailfishSDK version more or equal to 3.0.7 from official download page
  3. After installation, you should run SailfishIDE once (it should create configuration files)
  4. For Windows, you need ssh client, you can install from scoop (in scoop you need install scoop install git-with-openssh), or just install Git - because it already has ssh client.
  5. Open Godot Editor, go to Editor Setting -> Export -> Sailfish and setup SDK Path (root of your SDK instalation)
  6. for Windows choose Tool - ssh (in OSX/MacOS and Linux you can use sfdk tool from SaiflshSDK, its work there properly)
  7. for Windows setup path in ssh tool to ssh.exe (in scoop its C:/Users/my_user/scoop/git-with-openssh/usr/bin/ssh.exe, and in Git its C:/Program Files/git/bin/ssh.exe, or somthing like that ;-) )
  8. download export tempaltes for SailfishOS below of this page
  9. afterl all, open menu Project -> Export
  10. add Sailfish export entry
  11. in Sailfish export setting set paths to downloaded export tempaltes (for arm and x86)
  12. [Optional] you can choose Assets path to /home/nemo/.local/ (if you have big data in game, tis better store it in home dir of user (but setup path like that in RPM it wrong way, but i dont have another way in SailfishOS yet) )
  13. push Export and choose export path (without any whitespaces! SailfishSDK has bug with it =( )
  14. wait while it build rpm files
  15. after all you have 2 RPM files for every Saiflsh platform (they call like harbour-mygame-1.0.0-1.armv7hl.rpm )
  16. that packages you can public on OpenRepos.net

Good luck! Make cool games and public it for SailfishOS, and any other platforms!
for donations: Yandex Money

image description

edit retag flag offensive close delete

Comments

Nice work ! :-)

ced117 ( 2020-03-14 19:56:12 +0200 )edit
2

Awesome stuff, weirdly enough on win10 sfdk worked for me while ssh fails with:
/usr/bin/bash: line 0: /usr/bin/bash: IdentitiesOnly=yes: invalid option name

This is using the git ssh that sfos sdk needs/uses, but again not an issue as sfdk way went through. Thanks!

szopin ( 2020-03-14 22:39:57 +0200 )edit
1

@szopin, its strange, because in my Win10 sfdk wont work properly! )) and about invalid option for git ssh , need check it on my system, because i use same tool, without issue...

sashikknox ( 2020-03-14 23:50:12 +0200 )edit

Thank you for the nice work! :-)

Systematics ( 2020-05-11 10:49:50 +0200 )edit

3 Answers

Sort by » oldest newest most voted
3

answered 2020-03-30 17:45:32 +0200

szopin gravatar image

Looks like first game using this work is out: https://openrepos.net/content/nesnomis/circle-jump
(seems there are some issues with jolla1, but works fine on jolla c and xperias it seems)

edit flag offensive delete publish link more

Comments

1

Yes, its known bug, its not work on Jolla 1, because i don't have Jolla 1, and cant debug this issue...

sashikknox ( 2020-03-31 14:43:24 +0200 )edit

You could try with emulator in the SDK, or does it work fine when you choose jolla 1 as target?

szopin ( 2020-03-31 16:42:39 +0200 )edit
1

@szopin, problem with joll 1 - is hardware depend (armv7hl, Adreno (TM) 305 GPU), it cant be fixed with x86 emulator, it not possible. And in emulator, as in Jolla Tablet - its work fine

sashikknox ( 2020-04-23 16:12:56 +0200 )edit
1

answered 2020-03-13 19:49:50 +0200

Ogust Biller gravatar image

updated 2020-03-13 23:56:55 +0200

sashikknox gravatar image

Nice job! Tank you very much.

edit flag offensive delete publish link more
1

answered 2020-03-13 20:29:40 +0200

Great work! Many thanks for achieving it!

edit flag offensive delete publish link more
Login/Signup to Answer

Question tools

Follow
8 followers

Stats

Asked: 2020-03-13 18:39:58 +0200

Seen: 2,005 times

Last updated: May 28 '20