All Downloads
Android SDK Command Line Tools v8.0
Windows - Mac
Godot-for-OUYA Engine + Android Template APKs
https://github.com/bherdm/godot-for-ouya/releases/tag/ouya-2.1.7-rc-ville2304
Official Godot Engine 2.1.6-stable Export Templates
https://github.com/godotengine/godot/releases/tag/2.1.6-stable
Allow the installer to add Java to the environment path. Oracle's JDK 8 also works.
Recent versions of the Android SDK command line tools require a recent version of Java. To avoid needing two JDKs and two sets of command line tools, use the command line tools version 8.0.
Extract the command line tools with this folder structure:
/wherever/Android/sdk/cmdline-tools/latest/bin
/wherever/Android/sdk/cmdline-tools/latest/lib
/wherever/Android/sdk/cmdline-tools/latest/NOTICE.txt
/wherever/Android/sdk/cmdline-tools/latest/source.properties
Use Powershell to install the necessary Android SDK components.
cd /wherever/Android/sdk/cmdline-tools/bin
./sdkmanager "platforms;android-23" "platform-tools" "build-tools;26.0.1" "ndk;17.2.4988734" "sources;android-23"
Accept the licenses.
./sdkmanager --licenses
Android needs a debug keystore file to install to devices and distribute non-release APKs. If you have used the SDK before and have built projects, ant or eclipse probably generated one for you (In Linux and OSX, you can find it in the ~/.android folder).
If you can’t find it or need to generate one, the keytool command from the JDK can be used for this purpose.
On Windows, use Powershell, opened as administrator.
On Mac, precede this command with sudo
.
keytool -keyalg RSA -genkeypair -alias androiddebugkey -keypass android -keystore debug.keystore -storepass android -dname "CN=Android Debug,O=Android,C=US" -validity 9999
keytool -genkeypair -alias mygame -keyalg RSA -keysize 2048 -sigalg SHA1withRSA -keystore mygame.keystore -validity 10000
Open Godot-for-OUYA. In Editor Settings, set these 3 file paths:
- Android SDK's adb.
- /wherever/Android/sdk/platform-tools
- OpenJDK 8's jarsigner.
- Windows:
C:\Program Files\Eclipse Adoptium\jdk-8.0.412.8-hotspot\bin
- Mac OS:
/Library/Java/JavaVirtualMachines/temurin-8.jdk/Contents/Home/bin
- Windows:
- Your debug keystore.
Import the stable export templates.
Set the Android export custom debug/release packages to the extracted APKs from the releases page.
Set a unique package name with syntax: com.companyname.productname
Set the OUYA icon. The OUYA icon should be a 732x412 PNG imported into the project assets.
Follow this guide to compile the engine and export templates from source.
All Downloads
Android SDK Command Line Tools v8.0
Windows - Mac
Python 2.7.18 32-bit
https://www.python.org/downloads/release/python-2718/
SCons 2.5.1
https://sourceforge.net/projects/scons/files/scons/2.5.1/scons-2.5.1.zip/download
Godot-for-OUYA Source
https://github.com/bherdm/godot-for-ouya.git
Windows-Specific:
Visual Studio Community 2022
https://visualstudio.microsoft.com/vs/community/
Pywin32 Python Extension
(pywin32-221.win32-py2.7.exe)
https://sourceforge.net/projects/pywin32/files/pywin32/Build%20221/
Mac OS-Specific:
Xcode
https://developer.apple.com/download/
Allow the installer to add Java to the environment path. Oracle's JDK 8 also works.
Recent versions of the Android SDK command line tools require a recent version of Java. To avoid needing two JDKs and two sets of command line tools, use the command line tools version 8.0.
Extract the command line tools with this folder structure:
/wherever/Android/sdk/cmdline-tools/latest/bin
/wherever/Android/sdk/cmdline-tools/latest/lib
/wherever/Android/sdk/cmdline-tools/latest/NOTICE.txt
/wherever/Android/sdk/cmdline-tools/latest/source.properties
Use Powershell to install the necessary Android SDK components.
cd /wherever/Android/sdk/cmdline-tools/bin
./sdkmanager "platforms;android-23" "platform-tools" "build-tools;26.0.1" "ndk;17.2.4988734" "sources;android-23"
Accept the licenses.
./sdkmanager --licenses
Allow the installer to add Python to the environment path.
Extract the zip. Open Powershell with admin access.
cd /Downloads/scons-2.5.1
python setup.py install
From the Visual Studio Installer, select the "Desktop development with C++" workload.
In the right panel, also check the optional component "MSVC v140 - VS 2015 C++ build tools"
(pywin32-221.win32-py2.7.exe)
This component is optional, but allows for parallel builds (which increase the build speed by a great factor).
From the Windows Start Menu, search "env" and open the result titled "Edit the system environment variables."
Click the Environment Variables button.
Add these variables to the user variables:
- ANDROID_JAVA_HOME=/path/to/java 8/Home
- ANDROID_HOME=/path/to/sdk/root
- ANDROID_NDK_ROOT=/path/to/NDK/root
- ANDROID_NDK_HOME=/path/to/NDK/root
- BUILD_REVISION=OUYA
These were likely already set by the program's installer.
-
JAVA_HOME=/path/to/java 8/
-
Path += /path/to/python27
Install the Xcode Command Line Tools for your version of Mac OS.
Tip: Do this without logging in.
Install homebrew and the Xcode Command Line Tools by using this command in Terminal:/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
Bonus: Once you have homebrew, build and install the latest version of git. This may take awhile.
brew install git
Create the variables file:
touch ~/.bash_profile
Open it in a text editor:
open -a TextEdit.app ~/.bash_profile
Be sure these variables and their paths are in the file. Replace /wherever/ with the path leading to your programs.
export ANDROID_JAVA_HOME=/Library/Java/JavaVirtualMachines/temurin-8.jdk/Contents/Home
export ANDROID_HOME=/wherever/.android/sdk
export ANDROID_NDK_ROOT=/wherever/.android/sdk/ndk/17.2.4988734
export ANDROID_NDK_HOME=/wherever/.android/sdk/ndk/17.2.4988734
export BUILD_REVISION=OUYA
Update environment variables in terminal:
source ~/.bash_profile
Notes about Windows and Visual Studio
SCons will not be able to compile from the standard Windows "Command Prompt" or "Terminal" because SCons and Visual C++ compiler will not be able to locate environment variables and executables they need for compilation.
Therefore, you need to start a Visual Studio command prompt. It sets up environment variables needed by SCons to locate the compiler. It should be called similar to one of the names below:
- "x64 Native Tools Command Prompt for VS 2022"
- "x64_86 Cross Tools Command Prompt for VS 2022"
- "x86 Native Tools Command Prompt for VS 2022"
- "x86_64 Cross Tools Command Prompt for VS 2022"
If these did not appear in the Start Menu after installing, refer to the official Godot 2.1 - Compiling for Windows page for additional troubleshooting.
There are a few things you need to know about these consoles and the Visual C++ compiler.
Your Visual Studio installation will ship with several Visual C++ compilers, them being more or less identical, however each cl.exe (Visual C++ compiler) will compile Godot for a different architecture (32 or 64-bit, ARM compiler is not supported).
The Developer Command Prompt will build a 32-bit version of Godot by using the 32-bit Visual C++ compiler.
Native Tools Prompts (mentioned above) are used when you want the 32-bit cl.exe to compile a 32-bit executable (x86 Native Tools Command Prompt). For the 64-bit cl.exe, it will compile a 64-bit executable (x64 Native Tools Command Prompt).
The Cross Tools are used when your Windows is using one architecture (32-bit, for example) and you need to compile to a different architecture (64-bit). As you might be familiar, 32-bit Windows can not run 64-bit executables, but you still might need to compile for them.
Using terminal in the root directory of the engine source code:
Tip: Parallel Builds
On Macs, and on Windows if you installed "Pywin32 Python Extension," you can append the -j command to instruct SCons to run parallel builds like this:scons platform=windows -j9
In general, it is OK to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more, I use -j9 (nine threads) for my 8 core CPU, your mileage may vary.
scons platform=windows
scons platform=osx target=release_debug bits=64
cp -r misc/dist/osx_tools.app ./godot-for-ouya.app
mkdir -p godot-for-ouya.app/Contents/MacOS
cp bin/godot.osx.opt.tools.64 godot-for-ouya.app/Contents/MacOS/Godot
chmod +x godot-for-ouya.app/Contents/MacOS/Godot
scons platform=osx target=release_debug bits=32
cp -r misc/dist/osx_tools.app ./godot-for-ouya.app
mkdir -p godot-for-ouya.app/Contents/MacOS
cp bin/godot.osx.opt.tools.32 godot-for-ouya.app/Contents/MacOS/Godot
chmod +x godot-for-ouya.app/Contents/MacOS/Godot
scons platform=android target=debug android_arch=armv7
scons platform=android target=release android_arch=armv7
After running SCons, compile the Android Template APKs.
cd platform/android/java
gradlew build
For more information on the OUYA and the OUYA community, visit https://ouya.world/ and the OUYA Saviors Discord server https://discord.gg/Sdhhuw2.
It's my intention to build a future-proof game dev environment to continue the OUYA revolution forever. The most critical goals of this project include modernizing the build system so that modern Unix systems can be used to contribute to the engine, as well as adding support for the editor to run and export on Apple Silicon Macs.
Homepage: https://godotengine.org
Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so that users can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including the major desktop platforms (Linux, Mac OSX, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms.
Godot is completely free and open source under the very permissive MIT license. No strings attached, no royalties, nothing. The users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the Software Freedom Conservancy not-for-profit.
Before being open sourced in February 2014, Godot had been developed by Juan Linietsky and Ariel Manzur (both still maintaining the project) for several years as an in-house engine, used to publish several work-for-hire titles.
Official binaries for the Godot editor and the export templates can be found on the homepage.
See the official docs for compilation instructions for every supported platform.
Godot is not only an engine but an ever-growing community of users and engine developers. The main community channels are listed on the homepage.
To get in touch with the developers, the best way is to join the #godotengine IRC channel on Freenode.
The official documentation is hosted on ReadTheDocs. It is maintained by the Godot community in its own GitHub repository.
The class reference is also accessible from within the engine.
The official demos are maintained in their own GitHub repository as well.
There are also a number of other learning resources provided by the community, such as text and video tutorials, demos, etc. Consult the community channels for more info.