Exporting for Android

MadeBySaints

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Okay so i have been attempting to build this application for a while now - I dont really care about the 100MB limit on google play because im publishing to itch.io where they gave me 2GB per file for free.


This is my problem - If i build in XDK i can only build apps less than 250MB due to XDK's build server limitations.


I got my app down to 250MB, set crosswalk to embedded v18 (so webaudio actually works whereas in 19 it does not), and i have no problem deploying the app, playing it, and hearing all the wonderful sounds i put in the game for my users. Now that my application is over 250MB in size I can no longer use XDK to compile it, so I decided to take it upon myself to build locally using cordova CLI. Everything works just fine, and the app is built without issue using cordova. Except now when deploying, the app does not work on any device tested. tested on 4.x.x and 5.x.x both armv7 and x86, and i get the error - your browser does not support WebAudioAPI. 

In my project's config.xml i only have one custom property <preference name="xwalkVersion" value="18"/>


and i build with this command:


cordova build android --release -- --minSdkVersion 18 --target android-21 --keystore releasesfrpg.keystore --storePassword password --alias sfrpg --password password --inc-version


(the --inc-version flag is an external .js that automatically increments the versioning info for me - this is not causing the issue as its executed after the build - tested)


I have experimented with 17 - 21 for xwalk versions, and all feasible variations of minsdkversion for my build as well


and i have absolutely no luck on building a working .apk...


I have double checked everything such as my build paths, my project path, and i even did a test app on a new project, and i get the same issue now.


The only time building an android app works is when it's under 250MB and xwalk v 18 embedded.


If this is the limitation to building android APK's, then its completely broken, and false advertisement. because if mv forces you to use outdated code (e.g. xwalk 18 embed), and a single quest with a few graphics already puts you up over 70 MB and the xwalk libraries eat up another 30+MB, then its NOT truly feasible to say "RPGMAKER can now create RPGs for MacOSX, Android and iPhone!" Because it can not...


I'm extremely perturbed by this, and wish there were some simple solution, but i'm here to tell you now, there isn't.


This is the other issue that really bugs the poop out of me - Since the app ends up being over 100MB after a quest and graphics/sounds, the only way you could ever upload to Google Play, is if you could split your html5 assets into an .obb file and upload them separately. Unfortunately most developers using RPG Maker to make their game -DO NOT- know how to do this, myself included, which means that 25$ I paid in to google to use the developer console and publish apk's is USELESS. There is NO straightforward information on exactly how this is done, and the literature that I did manage to find was so cryptic, and long-winded that nobody in their right mind developing on RPG Maker, would ever attempt. (even though i did attempt it using unity, xdk, android studio, and more)


On a more positive note - If anyone believes they can help accomplish these things - I have a spot in my credits for you, as well as a percentage of my sales from Google Play. Feel free to PM me. I would much rather like to LEARN how to do these things, and if anyone wants to teach me - same offer applies - credits and bounty.


tl:dr - xwalk sucks... are there other commands i can use from cordova's cli to make this build successful with crosswalk?
 
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Chester

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I don't know how to solve you problem but how about an alternative. I know that some games on the Play Store/ App Store is actually over 100 MB but what they do is, once you download the game, it does an additional download via the loading screen but again I don't know how to do this, its just an alternative if possible. A good example is Crusader's Quest on the Play Store/ App Store.
 

MadeBySaints

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I don't know how to solve you problem but how about an alternative. I know that some games on the Play Store/ App Store is actually over 100 MB but what they do is, once you download the game, it does an additional download via the loading screen but again I don't know how to do this, its just an alternative if possible. A good example is Crusader's Quest on the Play Store/ App Store.
That secondary download screen is to upload the .obb file that you split your assets into. It can be in any file format, but it still requires me to split up my assets. google lets you upload up to 4 GB in assets.
 
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Zalerinian

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I had no such issue when using the CLI method to build an app to my 5.x.x phone back when MV was first released. It could be an issue with the versions of crosswalk you're using. The manual details that this should work without issue using Crosswalk version 10.39.235.16. As I gather from your post, you did not, for whatever reasons you may have, use this version of crosswalk, and thus we cannot guarantee that you will not have issues. Please try building again with the listed version of crosswalk. If problems persist, then another solution would need to be found, because this so far seems to be an isolated issue. Many people have exported games for Android and have not reported such problems.


What devices are you using to test your game?
 

MadeBySaints

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I had no such issue when using the CLI method to build an app to my 5.x.x phone back when MV was first released. It could be an issue with the versions of crosswalk you're using. The manual details that this should work without issue using Crosswalk version 10.39.235.16. As I gather from your post, you did not, for whatever reasons you may have, use this version of crosswalk, and thus we cannot guarantee that you will not have issues. Please try building again with the listed version of crosswalk. If problems persist, then another solution would need to be found, because this so far seems to be an isolated issue. Many people have exported games for Android and have not reported such problems.


What devices are you using to test your game?
samsung, asus, and a few offname brands for the x86 architecture. the steps i took are in the photos below. the version numbers etc have all been changed and tried - whats your suggestion? The last photo is the config xml setting for crosswalk - is that how it should look? because if so, this exact setup gives me errors


1.PNG


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5.PNG


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8.PNG
 
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MadeBySaints

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It wont let me edit my last post so my apologies for double posting,


Update: after playing around with the settings a little bit, and setting everything up all over again I'm now able to export to android, and make it work however there is still no sound in my game, except for the BGM. Quite annoying, but I think its the best we will see right now. Its weird because using cordova to build locally, even if I use version 18 of crosswalk, I still dont get SE in the game. But if I were to compile a smaller apk using intel xdk, it works just fine... SE and everything...


I checked all of my settings in intel xdk, and the cordova version and xwalk are the same. There must be something that intel does on its end that makes it work... thats the only thing i can imagine lol
 

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