ratalaika's Forum Posts

  • 5 posts
  • EDIT: ratalaika I´ve always wondered what a port costs at minimum. Like, I´m interested but I wonder if it´s worth it in terms of ROI.

    We have many different options for very small indies, middle size indies and very big publishers. Our "very small indies" option is fully revenue-based so the developers doesnt need to put any $ up-front, I guess that makes the ROI for them good no matter the sales haha

  • I can totally relate to what Ashley says about

    I'm greatly concerned that we could do months or even years of extremely costly work and then still nobody would use the console option at all

    We managed to port Construct 2 and Construct 3 due to some of our staff have been working on consoles since the GBA/NDS time, and we already had very complex C++ engines 100% console oriented.

    Some stuff is just way too different to have both PC / Console working at the same time without a big team and very very deep knowledge of console development!

    Also, consoles are 100% C++, and as Ashley also mentions the JS/Web options are been slowly been removed/deprecated =/.

    For example, one of the more common issues we see when porting is saving, due to consoles restrict a lot the way to "save" so we either need to fully re-do the saving code or adjust it so it complies with console rules.

    As said in previous posts, our technology supports PS4/PS5, XboxOne/SeriesX, and Nintendo Switch so, if anyone needs porting feel free to write :P.

  • > > 🤩 Ratalaika 🥳

    > >

    > >

    > > Would be cool, to follow some "what's in process" or the latest progress in some (maybe unofficial) blog or forum thread or similar.

    > > Also to know a bit of the requirements to fulfil a good port. (regarding shaders, plugins, resolutions, ratios, connectivities etc :) )

    >

    > Well, a "what's in process" heavily depends on if going with #1 port + publishing or #2 just porting.

    >

    > When doing #1 we also add extra languages to the game and do QA to see if there is stuff to polish or improve to the target audience, for #2 we do a 1:1 port of the game to the target consoles.

    >

    > Regarding shaders, plugins, ratios... So far we support all plugins and shaders, and when we've some we didn't port before we work and produce the best solution for the port. We have A LOT of shaders ported & optimized already for Switch, PS4/PS5, and Xbox One/Series X hehe.

    >

    > About resolutions, the best is 16:9 as all consoles work on this aspect ratio, for Switch we use 1280x720, 1920x1080 for PS4/XboxOne, and 4K for PS5/SeriesX.

    >

    > Finally, we also have a plugin to support most of the needed stuff, such as check what console is the game running on, special XBOX features, special PS5 features, and so on. (Sample ->

    ).

    >

    > We're quite a good number of people here as we're not a 1-man company or anything hehe so we can address a good number of ports at the same time, I think we're close to finishing 4/5 Construct ports this month once the PS5 stuff is set up by their respective publishers haha.

    Hello ratalaika, how to calc the costs of the process?

    Is it expensive? Is it affordable for small indie devs?

    TIA

    Depends on the game itself, but it's affordable for both small & big companies :).

    We've some rev-share options also for very small companies!

    So it is possible to get the game ported for % of sales.

    Edit: I also read before about someone mentioning we dont reply emails, we get A TON of emails and some most probably end up in spam if they arrive without proper Subject or with exe attachments and so on. If we dont reply in 1/2weeks best is to send us a Twitter DM to check!

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  • 🤩 Ratalaika 🥳

    Would be cool, to follow some "what's in process" or the latest progress in some (maybe unofficial) blog or forum thread or similar.

    Also to know a bit of the requirements to fulfil a good port. (regarding shaders, plugins, resolutions, ratios, connectivities etc :) )

    Well, a "what's in process" heavily depends on if going with #1 port + publishing or #2 just porting.

    When doing #1 we also add extra languages to the game and do QA to see if there is stuff to polish or improve to the target audience, for #2 we do a 1:1 port of the game to the target consoles.

    Regarding shaders, plugins, ratios... So far we support all plugins and shaders, and when we've some we didn't port before we work and produce the best solution for the port. We have A LOT of shaders ported & optimized already for Switch, PS4/PS5, and Xbox One/Series X hehe.

    About resolutions, the best is 16:9 as all consoles work on this aspect ratio, for Switch we use 1280x720, 1920x1080 for PS4/XboxOne, and 4K for PS5/SeriesX.

    Finally, we also have a plugin to support most of the needed stuff, such as check what console is the game running on, special XBOX features, special PS5 features, and so on. (Sample ->

    ).

    We're quite a good number of people here as we're not a 1-man company or anything hehe so we can address a good number of ports at the same time, I think we're close to finishing 4/5 Construct ports this month once the PS5 stuff is set up by their respective publishers haha.

  • Ratalaika Games CEO here!

    We've been in talks with consoles about licensing our tools for porting C2/C3 and a few other engines (RPG Maker, Haxe, RenPy....) to third-party developers if they want to self-release or work with other publishers.

    We're already testing this solution to some extent with some trusted partner companies.

    So far our technology supports PS4/PS5, XboxOne/SeriesX, and Nintendo Switch with minimal low-level knowledge as it's very oriented to people who don't really know much about C++ or low-level coding.

    This is one of our first Construct 3 PS5/SeriesX titles been released soon -> microsoft.com/store/productid/9nvj961mnjwk

    We're also offering porting-only services for other publishers or developers, for example, we ported this a few months ago -> nintendo.com/games/detail/hypnospace-outlaw-switch

    We also work with smaller titles too like -> nintendo.com/games/detail/skatemasta-tcheco-switch

    We're always open to pitches and porting requests if anyone is interested! We work on both paid and % gigs depending on the requests :).

    But as Scirra people said, consoles do not intend to support HTML5 as far as we know =/.

  • 5 posts