8 years ago, I took my first real steps as a game developer by learning Game Maker (for those who don’t know what kind of software it is, just think of it like Photoshop or Ableton but for games).
as someone who's only dabbled in gamedev (never made a complete product per se, but have created an executable using C++ and SDL where a character moved, had some animations, hit bad guys, and such), I'd love it if you explained how to run on the Switch!
I wrote a short post on the Odin discord's help forums while I was figuring things out, that might be of interest to you, but a lot of the details are under NDA so it's difficult to discuss.
Here are the basic steps that worked for me:
1. Ensure you are always building for the 64-bit development hardware target
2. Build the odin program with these flags to get a .o file: odin build . -no-entry-point -out:odin-library.o -build-mode:object -lld -reloc-mode:pic -target:linux_arm64
3. Create a library project, copy the .o file to it, and wrap the "hello" function using a header file, then build to get a .a file (in hindsight this step might be unnecessary but I'm not completely sure of that)
4. Create an application project, build and install sdl to it by following the instructions on the github for their nintendo switch port, copy the .a and the header file from the library project (ensure, like the sdl libraries, that your .a file is in the linker's additional dependencies) and build.
If you're a licensed developer DM me and I can share more specifics with you.
TY for the response! I'm not a certified Nintendo Developer yet, but I am definitely interested in making a game for the Switch. I'll reach out once I have the license sorted out. Thanks again!
as someone who's only dabbled in gamedev (never made a complete product per se, but have created an executable using C++ and SDL where a character moved, had some animations, hit bad guys, and such), I'd love it if you explained how to run on the Switch!
I wrote a short post on the Odin discord's help forums while I was figuring things out, that might be of interest to you, but a lot of the details are under NDA so it's difficult to discuss.
Here are the basic steps that worked for me:
1. Ensure you are always building for the 64-bit development hardware target
2. Build the odin program with these flags to get a .o file: odin build . -no-entry-point -out:odin-library.o -build-mode:object -lld -reloc-mode:pic -target:linux_arm64
3. Create a library project, copy the .o file to it, and wrap the "hello" function using a header file, then build to get a .a file (in hindsight this step might be unnecessary but I'm not completely sure of that)
4. Create an application project, build and install sdl to it by following the instructions on the github for their nintendo switch port, copy the .a and the header file from the library project (ensure, like the sdl libraries, that your .a file is in the linker's additional dependencies) and build.
If you're a licensed developer DM me and I can share more specifics with you.
TY for the response! I'm not a certified Nintendo Developer yet, but I am definitely interested in making a game for the Switch. I'll reach out once I have the license sorted out. Thanks again!
Good job explaining to the layman: I understood everything! :))