I know this has been asked, but I don't seem to get an answer if it can be done. What would have to be done for me to either burn it onto a disk or transfer it directly onto my hard drive of my Playstation or Xbox. The idea of just putting a game on the hard drive and running the execute doesn't seem like it would work. Would renpy's code need to be converted to run properly or is there more in place that would prevent this?
I've seen 1,000 dollar licensing fees for Nintendo, so I understand there may be more to it then just getting the code right. If not Playstation is Andriod of the only platform? What about kindle or nook?
Making a Renpy Game for Playstation or Xbox where to start?
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This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
This is the right place for Ren'Py help. Please ask one question per thread, use a descriptive subject like 'NotFound error in option.rpy' , and include all the relevant information - especially any relevant code and traceback messages. Use the code tag to format scripts.
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Re: Making a Renpy Game for Playstation or Xbox where to sta
The short answer is: No. That's not how software works. Ren'Py just isn't made to run on those consoles. It's like putting a Blu-Ray disc in a DVD player. Sure, DVDs and Blu-Rays are both disc shaped objects and both DVD players and Blu-Ray players let you watch movies, but they're not the same thing.
I'm not really qualified to give the long answer, but I'll try anyways:
You can't put a Blu-Ray disc in a DVD player, but you'll often see the same movie available in both formats. A Playstation game won't work in an Xbox, but tons of games are released for both consoles. In a similar way, anything Ren'Py does can be ported or replicated, if you have the skill.
Porting Ren'Py to any major video game console has two significant challenges to overcome:
1) Sony, Microsoft, and Nintendo consoles cannot naturally run anything written in the Python programming language. Significant portions of Ren'Py are written in Python.
2) Most/all of the libraries used to create Ren'Py cannot naturally run on consoles and have various licenses (see: http://www.renpy.org/doc/html/license.html) which may make release on closed platforms difficult and/or impossible.
Off the top of my head, there are homebrew projects to run Python on the Wii and PS3, but you won't be able to release a commercial game.
Assuming you get Python running, the next step is getting Pygame (http://pygame.org/) running. Pygame is going to need SDL, among other things. (http://www.libsdl.org/). There are homebrew projects to get Pygame and SDL running on the Wii, but like Python itself, nothing official.
I'm not sure what Nintendo/Sony/Microsoft's opinions on Python, Pygame, and SDL are, but to my knowledge there's no commercial developer that has or is using them to produce console games. I'm sure somebody, somewhere, is using Python for scripting purposes, but C++ is still the tool of choice for game development. Unity is a popular game engine for small and medium sized developers. I believe the Wii U supports HTML5/JavaScript based games.
While Nintendo dev kits are relatively cheap and anyone of sufficient skill and time could develop a game for any platform, you'd still have to go through the manufacturer's Compliance testing. Even a skilled indie team would almost certainly need to find a publisher to support their efforts.
Your second option, assuming you're a very talented programmer, is to write your own game engine, or customize another, to interpret .rpy files and replicate Ren'Py's functionality. You can start by checking out Ren'Py's source code (https://github.com/renpy/renpy). Getting Unity, UDK, or any other major game engine to just read basic .rpy scripts and know what to do with them would be a significant accomplishment. A Ren'Py clone in something like ImpactJS would certainly be interesting.
I'm not really qualified to give the long answer, but I'll try anyways:
You can't put a Blu-Ray disc in a DVD player, but you'll often see the same movie available in both formats. A Playstation game won't work in an Xbox, but tons of games are released for both consoles. In a similar way, anything Ren'Py does can be ported or replicated, if you have the skill.
Porting Ren'Py to any major video game console has two significant challenges to overcome:
1) Sony, Microsoft, and Nintendo consoles cannot naturally run anything written in the Python programming language. Significant portions of Ren'Py are written in Python.
2) Most/all of the libraries used to create Ren'Py cannot naturally run on consoles and have various licenses (see: http://www.renpy.org/doc/html/license.html) which may make release on closed platforms difficult and/or impossible.
Off the top of my head, there are homebrew projects to run Python on the Wii and PS3, but you won't be able to release a commercial game.
Assuming you get Python running, the next step is getting Pygame (http://pygame.org/) running. Pygame is going to need SDL, among other things. (http://www.libsdl.org/). There are homebrew projects to get Pygame and SDL running on the Wii, but like Python itself, nothing official.
I'm not sure what Nintendo/Sony/Microsoft's opinions on Python, Pygame, and SDL are, but to my knowledge there's no commercial developer that has or is using them to produce console games. I'm sure somebody, somewhere, is using Python for scripting purposes, but C++ is still the tool of choice for game development. Unity is a popular game engine for small and medium sized developers. I believe the Wii U supports HTML5/JavaScript based games.
While Nintendo dev kits are relatively cheap and anyone of sufficient skill and time could develop a game for any platform, you'd still have to go through the manufacturer's Compliance testing. Even a skilled indie team would almost certainly need to find a publisher to support their efforts.
Your second option, assuming you're a very talented programmer, is to write your own game engine, or customize another, to interpret .rpy files and replicate Ren'Py's functionality. You can start by checking out Ren'Py's source code (https://github.com/renpy/renpy). Getting Unity, UDK, or any other major game engine to just read basic .rpy scripts and know what to do with them would be a significant accomplishment. A Ren'Py clone in something like ImpactJS would certainly be interesting.
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Re: Making a Renpy Game for Playstation or Xbox where to sta
Unless we're talking about the old Kindle and old Nook, you're in luck because those are both Android tablets. I use a Kindle Fire HD myself and there's no problems with running Ren'Py games on it.wyverngem wrote:What about kindle or nook?
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Re: Making a Renpy Game for Playstation or Xbox where to sta
I don't know the exact process, but if you want to make games for PS or XBOX or Nintendo, you can register and pay a certain amount of money. And then you will get an SDK needed to make games for those consoles. I heard Nintendo is the most strict one, like you need to have an office with fixed address and plenty of saving.
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Re: Making a Renpy Game for Playstation or Xbox where to sta
Well if you don't mind re-writing the engine in c# with XNA (or a derivitive now since Microsoft stopped supporting it) then putting a game on xbox isnt too complicated. Selling it on xbox live is slightly more complicated but not too much.
Playstation and Nintendo wii though both require a proprietary SDK and licencing where you need to contact the company directly and basically get permission.
Iirc there are other game dev engines such as unity thst can build cross platform games and if I remember correctly it also includes consoles, however im pretty sure you still need a valid sdk/licence for Playstation and wii in order to make it build up games for those platforms.
(Im basing this on the previous gen consoles as im not sure if things have changed for ps4 and xbox 1)
If you just want to use renpy as it is its like other people mentioned, you're basically limited to whatever it can build into and anything else that runs off those available operating systems.
Playstation and Nintendo wii though both require a proprietary SDK and licencing where you need to contact the company directly and basically get permission.
Iirc there are other game dev engines such as unity thst can build cross platform games and if I remember correctly it also includes consoles, however im pretty sure you still need a valid sdk/licence for Playstation and wii in order to make it build up games for those platforms.
(Im basing this on the previous gen consoles as im not sure if things have changed for ps4 and xbox 1)
If you just want to use renpy as it is its like other people mentioned, you're basically limited to whatever it can build into and anything else that runs off those available operating systems.
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Re: Making a Renpy Game for Playstation or Xbox where to sta
Thank you all for the good information. It gives me a starting point even if it's not going through renpy and switching to another language. I failed to mention in my first post that my intent was not to go commercial, but merely a curiosity of moving from the computer to a console.
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Re: Making a Renpy Game for Playstation or Xbox where to sta
What I've been contemplating is how to re-write Ren'Py and other scripts to let you work on your project in Unity - so you can then successfully export it to Playstation 3/4/Vita, Xbox, etc. The main thing would be converting all the codes into the other language's corresponding language.
One of my long term goals is to somehow pull off publishing visual novels onto the PSN store for the Vita. So, two problems: 1) code conversion/setup and 2)license problems.
#edit
However, I and everyone else can just avoid these problems and start making a visual novel "ground-up" style in the appropriate engines. There's already a ton of resources for VN setups in engines.
One of my long term goals is to somehow pull off publishing visual novels onto the PSN store for the Vita. So, two problems: 1) code conversion/setup and 2)license problems.
#edit
However, I and everyone else can just avoid these problems and start making a visual novel "ground-up" style in the appropriate engines. There's already a ton of resources for VN setups in engines.
Beginning pre-production work on a project in Renpy. After being away for 5 years, it's time to get back in the game
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