bvlgari

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I was wondering if anyone using this method, is able to debug the project on android 12 (api 31) , clearly something changed from api 30 to 31. (game loads, i get black screen, can't see anything, but game "works") I would appreciate information about this topic. i.e. what to change on build.gradle(app).

I can give further information.
 

GamesOfShadows

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Finally got my MZ test game on my Android! :D I followed another tutorial first, but unfortunately there was a problem that I couldn't solve, here was the problem with the black screen, but I had already gotten a solution from the previous tutorial:
What helped me is to add the following to the 'index.html' in the project at <body style="background-color: black">: onload="window.focus()"

So it should look like that: <body style="background-color: black" onload="window.focus()">

Here is an example of my index.html:

HTML:
<!DOCTYPE html>
<html>
    <head>
        <meta charset="UTF-8">
        <meta name="apple-mobile-web-app-capable" content="yes">
        <meta name="apple-mobile-web-app-status-bar-style" content="black-translucent">
        <meta name="viewport" content="user-scalable=no">
        <link rel="icon" href="icon/icon.png" type="image/png">
        <link rel="apple-touch-icon" href="icon/icon.png">
        <link rel="stylesheet" type="text/css" href="css/game.css">
        <title>TestProject</title>
    </head>
    <body style="background-color: black" onload="window.focus()">
        <script type="text/javascript" src="js/main.js"></script>
    </body>
</html>

EDIT: Game was exported with MZ. Works perfect. :)

EDIT2: For "portrait"-Mode that didn't worked, I also found another solution (I don't know if this works with MV too): open "rmmz_managers", go to line 2109 and add return true;

So it's look like this:
JavaScript:
SceneManager.isGameActive = function() {
return true;
    // [Note] We use "window.top" to support an iframe.
    try {
        return window.top.document.hasFocus();
    } catch (e) {
        // SecurityError
        return true;
    }
};
 
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bvlgari

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Cool. In my case that addition to the body element didnt make a difference. In fact, i have discovered that my problem is related with my machine/virtual device. I have tested my project on the most recent android versions on different platforms and works. So, if anyone is at this situation, consider that your virtual devices(from android studio) could be misconfigured/not working correctly before you start tinkering your code.
 

hawkStudio

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this was very straight forward until the assets folder as I could not see the folder I created or see the one other people where seeing when watching tutorial video based from this guide
 
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Hello! Sorry for first message being a random problem I'm having. I have exported my game for android and checked the www file to confirm that all the audio file (m4a) are correct and listed, but when I copy the www file into Android Studio 90% of the music disappears. Just gone. When I go into the folders in Android Studios it's only the audio in the base rpg maker mv that's there, nothing from the resources folder that I copied into my project folder and then exported. Is there any way to make this work?

My Aunt is bedridden and I really wanted to share this game in a way where she can use her tablet to play it. I spent the last twenty odd hours manually remaking m4a's and testing everything under the sun but I'm very new to all this and just can't figure it out.
 

WinterDepression

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I'm getting a message about my save "being from another game" when I test my apk game on android, anyone else with this issue? I am using yanfly's savecore.

Hello! Sorry for first message being a random problem I'm having. I have exported my game for android and checked the www file to confirm that all the audio file (m4a) are correct and listed, but when I copy the www file into Android Studio 90% of the music disappears. Just gone. When I go into the folders in Android Studios it's only the audio in the base rpg maker mv that's there, nothing from the resources folder that I copied into my project folder and then exported. Is there any way to make this work?

My Aunt is bedridden and I really wanted to share this game in a way where she can use her tablet to play it. I spent the last twenty odd hours manually remaking m4a's and testing everything under the sun but I'm very new to all this and just can't figure it out.
Maybe you can try exporting to windows. Then manually copy pasting the music to android studio.
 

fazthestampede

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Hi, perhaps I've asked a previously answered question, but I can't help myself: Is it possible to only use .ogg and without m4a? Will the sound work?
 

WinterDepression

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Hello, Android studio changes all the time, does this tutorial still work in 2023?
 

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As you see, I still enjoy writing tutorials. Is there anything specific you want to see? (I know mapping and editing/resource making is usually popular, but those are very broad topics)
Well, I wanted to expand player battlers visually and now have 3 sheets and counting for each of my players party.
1. Regular sheet
2. The character has turned stone sheet.
3. Using potions sheet.

Technically the main hero has 4 since he starts with a wooden sword, and I felt that the battler should reflect that until he gets a metal one.

Right back to the RM game dev grind in about 15 minutes. :LZSexcite:
Days ago I gave someone the sage advice not to steer away from your main project or take up another one to abandon the first. After figuring a way that would save me years of development, I am forced to redo a lot of stuff on my own turf, near to remake half of what I have already made.
Somewhere down the line I must have crossed paths with bad karma.
:kaomad2:
Hamburger!? Yeeah.

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