vfxblender

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(First thread wasn't sure how to select deployment thread, Shaz don't get on to me.)
So currently I was able to port my game over to an .apk file using this program
https://websitetoapk.com/

(select local html and output and source file settings and add full screen option- To anybody who is looking for an alternative to
intel XDK not working anymore.)

The problem is framerate running the game on a web api basically. If there was a way to run native on andriod surely gpu
support would allow the frame rate not to suffer. Some have suggested using blacklist-gpu code in python complying but this is for certain phones that support this feature. Anyways, Native Android support will it happen or is there already a way to do it?
 

LTN Games

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I don't think support will ever happen considering MV core scripts and all plugins are JavaScript and unfortunately JavaScript will not run without a web API or browser. The only option would be to use a different engine or find a way to covert JavaScript to Java or something of the like.
 

xilefian

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You can try out Crosswalk versus WebView and compare performance. The Android MV Client (made by yours truly) supports both so you can switch between the two web engines and compare them.

https://forums.rpgmakerweb.com/index.php?threads/exporting-to-android-mv-android-client.84971/
This is basically the tutorial most people seem to use now.


Native Android runtime is possible, but will take significant development. I've always said to myself that if I end up porting an MV game to the Nintendo Switch I'd likely create a new runtime that's not web-based, but uses an embedded Javascript interpreter and is entirely built around GPU accelerated rendering - what I had in mind was creating a cross-platform solution that would also run on Android.

I've already done a handful of experiments, nothing solid due to the sheer cost of completing such an undertaking, but it is definitely possible - just that no-one has done it yet (to my knowledge) and I doubt anyone will manage to create such a solution within the time-frame of your needs.


In the meantime; you'll have to settle with using the web engines that are currently available.
 

thephoenix112

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Sadly this was a major reason we removed mobile support on our game. It's a great idea for smaller games but you're seeing just how much of a pain it can be. Only way we were able to get it working easier with better framerate was to almost gut the game, so we dropped it off mobile.
 

Ramsder

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But I don't think so. It's a nightmare. i have tried removed Mobile support from our game , But unfortunately, some data was erased from phone ,for user , the data recovery task is a nightmare , Please don't take any chances.
 
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