Publishing Your Godot Game

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hello ladies and gentleman it's Mike here at game from scratch today we are going to continue our ongoing Godot 3 tutorial series today we are specifically looking at one of the probably shortest but most important subjects we've covered yet and that is how do you actually publish your damned game so you might have finished it you might be ready and you might want to either share it with a friend host it online or send it to an app store for approval and yeah how do you do that well that's exactly what we were going to look at today so here you can see this is good dough 3.2 beta 5 I believe I'm running here the version really doesn't matter even the beta versions used the same basic workflow and you can see here we have a finished quote-unquote game that we are ready to publish so let's look at the process of publishing your game the first thing you want to do is come up to a project you'll notice here there is an export option so we're gonna click export and then you're gonna notice there is absolutely nothing here well what you need to do now is click Add click Add here and then you will see you have a number of different platforms available so you can publish for Android you can publish for iOS html5 Mac OS X Windows Universal Windows desktop or Linux and x11 desktop so what you might be wondering here is webster's between Windows Universal and Windows desktop well witness Universal is a subset of Windows that's meant to run across Microsoft devices originally it had Windows Phone you have Windows in the Windows app store but you also have Xbox as an option there but most of time you want Windows desktop if you are working on a Windows PC so that's what we're gonna demonstrate in this particular example so now that I went ahead and added that you'll see down here there is an error basically saying there is no export template found at the expected path export templates for this platform are missing so you've got a couple of options at this point you can well you've got one you can say missing and then what you can do here is you can go ahead and do a download for the version you are using and that's actually what I'm going to do so we'll let that go ahead and we'll pick the location we want to pull it from just click there it will go ahead and connect and download it and as you'll see it is a 432 megabyte file that we are downloading to be able to publish Windows games that's actually ironically about 6 or 7 times the size of a Godot install itself but it's got all the tooling required to make our executable in this case the other option we have you'll notice is down here you could do an install from file you come back here to the Windows homepage sorry the Godot homepage and you'll see if we scroll down far enough there is an option for export templates you'll notice there our export templates for the standard version which is Gd script only or for the mono c-sharp version whichever one you're working with is which one you're going to want to choose you can download the zip file right here this is going to be a direct link to the zip and then you can import it the other way as well or like I showed in this example we can just go ahead and let it download from its own mirrors only problem is now we have to basically wait so I will be back in a few seconds when this finishes well I should point out I am using a beta version in this case and generally when you download the templates the download speeds are better than this this is the end servers result this isn't my connection but again if you do the official releases or you download it from the home page and import it as a zip file it's normally quite a bit substantially faster than what we were experiencing here but nonetheless this is gonna be fun to watch so I will return alright here we are at the end of the download so I will show you this process finish and there you go so we are at done alright so once that is done unfortunately the original menu were done is not there but you see you've got the option to read on read downloading that now or you can uninstall you'd also get rid of the old versions you might have installed on your computer but we're good alright so now what we want to do is basically go back up here to project again and you'll notice we have the export option and now we have an actual option that we can pick so we've got Windows desktop over here and on the right hand side we've got a number of different options available now for the most part the defaults are going to be fine with you the kicker that you're going to want to do is come in here and pick where to install it to and I actually created a folder for this so it is as always in my temp I called it pub and then we created a win version here so let's go ahead create the wind version and we'll save it to that location so we're going to create it as an exe now you'll notice it didn't actually give a name there so we'll call this my game dot exe and then you've got a number of different option can decide how textures are going to be encoded is it 64-bit or not generally you're gonna want it to be 64-bit in this day and age I've got code signing options so you can encrypt your signature into there some stores are going to require that feature or functionality you can choose an icon file to go with this I think there's an icon file in this actual no that's not huh so you need to add the icon file to your project before being able to add it but just you can add in the file right there you can do the versioning information set your company name and so on and once you're good with what you have set there you simply click export project again it's set as my game or you could have defined the name right here and then click Save and this point in time it is creating your executable so once that is done we'll head on back over to Windows Explorer Pub folder go into the wind directory and there is your game like so so we run this and this would be exactly the same as running it from within Godot and now you can actually just share these files the pck file is some of the resources that your project uses you just take these two and you can just ship them off to a friend of store host them on your website whatever and that is really all that is required for publishing now before we get going you know finish this topic there's a couple of other things to cover here I'm not gonna go into a great deal of detail but there are some things to be aware of here this tells you how to export so basically quite off you're gonna want to do all resources and the project you're gonna want to stick with the normal you can also filter out so if you've got folders in your project file that you don't want included or file types you don't want included you can have them not included as part of the export so example if you didn't want all txt files to be included just put in a start TST in the exclude directory here and it won't be included as part of the export now two other neat features you've got here so we kind of covered the one with the pack file the pack file can be used for creating basically DLC so that's what the separate guy right here is it's a way of basically you can extend your game with content using this guy we're not going to cover that specifically in this video but what is kinda neat is patches so what you can do basically is grab in here and you can grab an initial version of your project right there and then when you make changes you can have it actually just kind of commit a patched version of it so you don't have to deploy the entire new archive or update if you make a new updated version you can just update the you know scripts and resources that you changed and have that update created in a patch yeah you've got your PC features sitting being set most of those are being configured by the options you set over here so sample if I go be PT PC whatever it will show up over here if I go back here and I turn thought that would have shown up I turned sixty four-bit off it will come over here as thirty-two so this is basically being driven by these settings over here so let's go back to 64-bit and yeah you can also pick how your scripts are sent out so if you're really concerned about people being able to execute a reverse engineer the GD scripts that you used you can actually encrypt them and send in an encryption key and it will encrypt them for you so that's really kind of the cool stuff that's going on right here and as I mentioned earlier on you can create those pck files and that's an option down here so you can basically export out you know additional content and have that used as DLC or are extensions or whatever that is covered a little bit in the documentation that's beyond where I want to go with this particular video though so we'll show you one other platform here so go ahead come on up here we're gonna add one more will do html5 is now included now you notice since we've downloaded the templates we don't need to do it all again so you don't have to download a template for each platform you want to support so now if we want to build for html5 you'll see here the options are quite a bit simpler you've got a couple controls over to have it release or build or whatever mostly what you want to do once again is just pick where it's going to be so I'm going to go up a directory and I'm going to put it in WWE ahead and save and export project and now we're going to be creating i'll call this index so there is our game being created as a what would that be a web assembly at this point in time so let's go back here see if it got created because I think we just crashed all right so here you can see it was successfully created as you can see down here it did in fact crash but I don't put that again on goodell I am using the beta version of the newest release I do expect that kind of stuff if you are running a beta and by the way there's no reason why you have to use a beta or not use a beta I just happen to have it locally installed so that's what I used for this video so don't don't worry put that crash at all but you see here it created our HTML file that we need it created that PAC file once again the contents that we need and some basic JavaScript code in the web assembly that it's needed to run Godot and now that we have that let's test it out so let's just fire up command prompt here I have node installed and I have HTTP server installed if you don't have node it's a great little library if you do have it installed you can run I believe it's NPM - gee install HTTP server and then you will globally install HTTP servers like I am just about to run it's just a local web server now the reason why you have to run that is there are browser limitations on what you can do when you're working with local you can't just load up the HTML file in your local browser or there's something called cores or I figured what course stands for basically there are different permissions when you're not dealing with a server on the back end so if you're doing web development you really want to have some kind of a server even if something super simple like HTTP server that you included with node alright so we're in pub you wanna go into WWE just zoom that up so you can actually see what I'm doing here alright so I'm in that directory now and I'm just gonna go ahead HTTP - server current directory like so and this is going to create a web server running on basically localhost at 80 81 I think I might already actually have one running in the background so that would be why that's doing that so I'm gonna go up over here and we will go HTTP colon slash slash 1 127 0 dot 0 dot 1 that's just a loopback address by the way 80 81 and we'll run that and this is our game running in a browser there you go so you see the exact same thing so we come on back over here you can see that the thing that we published earlier in Windows so there's the Windows executable version and so we've just published two different firms so there we got our Windows version and then over here we have our browser version and then if you want to keep adding different versions it's basically a matter of you know just adding more in that template for exporting which unfortunately Godot is crash I'm not going to show you the other options there but you saw there was Android and iOS and so on now iOS probably is a bit of a pain in the butt because Apple requires you to do signing using Xcode so it might generate an output file I actually can't show you right now because Catalina has completely ruined my macbook air so I don't have a Mac device to actually confirm on but for most platforms you saw the process of the options that you put in are different between platforms but the process is pretty much identical so this is how you export your game out from the Godot game engine and like you saw in this case to make it so that you can run it on Windows or you can run it in the web at the same process for mobile same process for Linux same process for Mac and so on hope you guys found that useful and I will talk to you all later goodbye
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Channel: Gamefromscratch
Views: 50,944
Rating: undefined out of 5
Keywords: Godot, Publish, EXE, Android, iOS, Mac, Windows, UWP, GameDev, Game Development, Tutorial, Godot 3, Godot 3.2, Game Engine, Export, WebAssembly
Id: 89q1XeYYeXY
Channel Id: undefined
Length: 11min 18sec (678 seconds)
Published: Tue Jan 14 2020
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