Make sure you make detailed threads. I had to read and scurry through this to find out whats going on. Because we're a bunch of guys and gals around the world and don't have access to your computer. So you need to give us ALL of the details.
a. What Kind of device you're running
Specs / make / model / year of
b. How you are compiling (xdk, manually, etc)
c. Information about your project
size / what plugins
so now on to a few things in this post
Is there a way to optimize the game? I heard about cocoonJS and phonegap but all this is expensive.
I also saw that you can make a game oriented project with XDK but I don't know if it will optimize the game and how to use it properly.
No, if its going to crash when you manually compile, ( mind you XDK is manually compiling too, just not on your computer) It wont be much different with other compilers. Phonegap is pretty much the same as XDK. The method is EXACTLY the same ( i've used it myself for other projects). CooconJS, although the technology is awesome and does have its definite pros, is still susceptible to crashes (see below on why).
Is there a way to optimize the game?
Yes, and No. I love RPG maker MV as I do with all of the other makers out there. You might be able to adjust things here and there but you wont be able to slap a code in your compiler and make it magically 200 million times better. You need to remember that we're making HTML5 games, NOT a native android app (mods, correct me if I'm wrong). It's not the same as building native game from the ground up) The best thing you can do is practice good developing methods while deploying to mobile.
i.e. Don't use super HD images, High Bit-Rate/Large audio, or even ALOT of audio, Don't use high, or desktop resolutions, Don't clutter your maps, or show too much at the same time, Watch your weather effects and always think about RAM. Optimization starts with you, its harder to Optimize a game that didn't follow any points for mobile than it is with a developer that kept those in mind.
Also keep in mind that HTML 5 is fairly young compared to other languages, I suggest using Circa 2015 devices or better, 2014 is kind of a stretch.
@Chayad The phone you described you're testing is more of a low-med, med-low device that might face some problems.
Got a lot of Crash report on google play, still getting their device info. I don't really know what seems to be the problem.
One of the first rules to development is Quality Assurance. You really, really shouldn't submit an app to the play store that crashes. Although I don't expect individuals to own a plethora of Android devices, It's always good practice to test your game on different phones and tablets before launching to the store. If you cannot get a hold of any other device, I suggest making friends on the forums and asking them to test, or asking around your local group.
Sorry, I've been away for a few months, busy with other work and after the results my expectations weren't too high. I've tried it on Bluestacks, Motorola G2, BQ Aquaris 4 and a few others. I've also tried in Android 5 to 6 with the same result. In the case of bluestacks, the app didn't even launch. The game works for a while. When it finds a teleport event that is set to react with player touch, the game instantly crashes. On the other hand, an event that activates with the action button runds perfectly and teleports to another map. Even so, after the game has run for 5 minutes or so, it also crashes.
Did you make sure you used the x86 apk with blue stacks? Even then, you want to try to deploy only to physical devices you can hold in your hand. Also, you said that you tested on multiple phones?
You need to now ask yourself, Do any of my phones have anything in common? are they around the same year? Have you tested on a modern phone ( circa 2016)?
if it still fails on all levels, You need to then look at your project.
(see quote 2).
We need to examine why apps crashes. ( Not why RMMV made a game that crashes, but the design of assets/resources/code it made from the user
Apps crash for a variety of reasons.
Memory Usage: ( is the top one)
Too large images, to many animations going on, Parallel processes that are infinitly looping
Illegal Calls
from plugins ( like if a plugin is expecting a letter, but you give it a number).
Incompatible with the technology
using devices that don't support WebGL, WebAudio, for that matter.
So the best thing that you can do is become a great problem solver.
*think Sherlock homes*
Figure out what definitely is NOT the issue.
Figure out what MIGHT be an issue
Take things out one by one, and retest.
Use Process of Elimination.
Now, I'm posting this at 7:17am with very little sleep -- soo my long post def stands to be corrected if anything. I hope that you're able to pull some information from this post.