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

You should games with Godot, now!!!

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

You should create games with Godot, now!!!

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

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

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

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

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

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

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

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

WARNING :)

I need you support on github on my PR to Godot Engine ) add +1 to PR if you want to see support of SailfishOS in Godot 3.2 Pull Request Godot 3.2 SailfishOS support

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

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

WARNING :)

I need you support on github on my PR to Godot Engine ) add +1 to vote for this PR if you want to see support of SailfishOS in Godot 3.2 Pull Request Godot 3.2 SailfishOS support

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

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

WARNING :)

I need you your support on github on 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

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

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

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

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

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