Dantor

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Star with Fresh Project - No Plugins
  1. Place a Plugin that has no Dependencies
  2. Build
  3. Compare
  4. Repeat until Finished
  5. Place Plugins with Dependencies (calls other script / functions
  6. Build
  7. Compare
  8. Repeat until finished
Rugged way of finding what Breaks. If it is stopping on a known File, would need the name and error.
Thank you! I will spend the day testing tomorrow.
 
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As stated previously, I did not have the chance to do a Proper Export to .APK.

I am testing on a Samsung j7 Prime 32gb
Model: SM-J727T1
Android: 8.1.0

To actually produce the .APK - it exported as a Debug Signed. This will install directly on the phone.
If you export and the filename contains *unsigned* - the phone WILL NOT install.
Debug is not meant for Release Versions but should help determine overall Performance.

Install Debug
14b1e2c.jpg


Title Screen
kb9m6x.jpg


In-Game using Android Phone
2emq829.jpg
 
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Error received during Gameplay Test
*Edit - I rechecked Android Studio under the Assets Folder.

Howl.png DOES NOT EXIST as one of my .png options - at all. So now the question is, True Missing Files.
We have the ability to remove unused files in the project - but is that inadvertently breaking the export (which should decrease file size) but will Test a Full Export which runs minimum 350mb (approx)

Battle Scene
ofwksi.jpg
 
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Angio

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Error received during Gameplay Test
*Edit - I rechecked Android Studio under the Assets Folder.

Howl.png DOES NOT EXIST as one of my .png options - at all. So now the question is, True Missing Files.
We have the ability to remove unused files in the project - but is that inadvertently breaking the export (which should decrease file size) but will Test a Full Export which runs minimum 350mb (approx)

The remove unused file options will miss some files you are referring in triggers on in script, or in some animation etc. it's a useful but imperfect tool. Do a full beta run of your game and make sure to manually add those files that were missed. On next export, simply merge folder without overwrite files from your old img and audio folder so you don't have to do it each time. This will leave updated file alone but add back missed files.

When you have crash like that you can use F8 to find out what processes was being called and help you find the source that requires this file.
 
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The remove unused file options will miss some files you are referring in triggers on in script, or in some animation etc. it's a useful but imperfect tool. Do a full beta run of your game and make sure to manually add those files that were missed. On next export, simply merge folder without overwrite files from your old img and audio folder so you don't have to do it each time. This will leave updated file alone but add back missed files.

When you have crash like that you can use F8 to find out what processes was being called and help you find the source that requires this file.

Thanks for the heads up on the removal. I was wondering if I could do what you just suggested.
*Fist Bump

***Edit - Thanks @Angio - as I replaced 1 file, another was "missing"...
then I realized - the files it is looking for are files that copy/pasted a weapon or spell and adjusted the animations.

That being said - I just added all files and rebuilt.

Webview Export
  • No BGM on Screen Touch
  • All Sound / Animations work
  • 110mb
Crosswalk Export
  • BGM works on Screen Touch (silent until then)
  • All Sound / Animations work
  • 0.92gb
As you can see, it works either way but Webview drops BGM while Crosswalk is largely bigger. In CW's defense, I did not use APK Bundle. It produces .AAB which now has its own Reader to check the .APK --- yea, confusing.

Anyway - the purpose of the .AAB is so places like Google Play auto signs for you.
These Screenshots are from the Crosswalk Flavour.
qyy14j.jpg

9ucheh.jpg

a23wxh.jpg
 
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Dantor

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Star with Fresh Project - No Plugins
  1. Place a Plugin that has no Dependencies
  2. Build
  3. Compare
  4. Repeat until Finished
  5. Place Plugins with Dependencies (calls other script / functions
  6. Build
  7. Compare
  8. Repeat until finished
Rugged way of finding what Breaks. If it is stopping on a known File, would need the name and error.
Thanks BattlebornProductions. Your suggestion helped me figure it out!

I added the plugins included in Olivia's "Octopack Battler" project to a new empty project and tested the android deployment with Xilefian's method and Angio's fix. And it worked! So I realized it wasn't an issue with the plugins.

So I started focusing on this: "If it is stopping on a known File, would need the name and error."

The error was like 10 lines of gibberish (to a non programmer :p) but you made me think that maybe the whole ten lines were one single error and caused by one specific file.

It said it was an m4a file error. So I googled that and figured out that it was a music file in the background music folder and that many other people have had problems with m4a encoding on mobile deployment.

I read those posts and I was on my way to find those files in Olivia's project to reencode them but surprise, they weren't there! There were only .ogg versions of BGM files. But there were both .ogg and .m4a of every other sound file (located in all the other sound folders: /bgs, /me and /se). So I figured it was simply an issue of missing .m4a files.

Before I encoded the .ogg files in /bgm into the missing .m4a files, I figured I'd have a look in a new blank rpgmaker project, just in case those ,m4a files were already there. And they were! So I just copied them over to Olivia's project, loaded rpg maker and deployed to android again.

Then I went to Android Studio to follow Xilefian's method with Angio's fix once again:

I edited the applicationId and changed the repositories order in their respective build.gradle file, then created the "assets" folder inside "app" and copied over the "www" folder from the rpgmaker deployment. Then I generated the APK and guess what...

It didn't work!

So I checked the app/assets/www/audio folder inside Android Studio and... would you believe it!? The /bgm subfolder with the .m4a files was missing, even though the "www" folder that I'd copied into "assets" included it!!

So I copied the /bgm folder manually into Android Studio in the correct location (app/assets/www/audio/bgm) and created the APK.

And BAM! It now works flawlessly on Android.

Bottomline 1: Angio's fix makes Xilefian's method work again.

Bottomline 2: the errors I was getting look complex to a non programmer they but were simply caused by missing .m4a files

Bottomline 3: the /bgm folder vanished when copying the www folder into assets in Android Studio, despite verifying that they were in fact present in my rpgmaker export.

I manually copied them to their correct location in the Android Studio assets folder and finally was able to generate an APK that worked!
 
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TehGuy

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good evening everyone,
I can no longer use altimit.
this screen appears to me.
Can anyone help me please?

Thank you

View attachment 101007

Well, I still haven't figured it out, but that looks similar to what I'm running into.

Makes me wonder if the client needs to be updated or something.

Hi guys, is this method still working? At the step of loading the project in android studio it fails for me with the following sync error in
libgoogleplay/build.gradle:

"Failed to resolve: play-services-basement <a href="openFile:D:/Google Drive/RPG Maker Games/Exports/AltimitSystems-mv-android-client-329ce94/libgoogleplay/build.gradle">Open File</a>"

Also I cant sync the normal build.gradle manually after adding the www folder to assets and changing the name as per the tutorial.

I have followed the tutorial with the following:
- Android studio 3.2.1 (tried with the following SDK, each individually: 9.0, 8.1 and 8.0 like the video)
- AltimitSystems-mv-android-client-329ce94.zip

Could someone share an older AltimitSystems-mv-android-client.zip for me to test please?

same for me too...

Hello everyone, I am having the same issues.

In the console it says "Failed to resolve: play-services-basement"

View attachment 101169

Don't know if anyone got to you yet or if you figured it out, but you have to update the google play libraries in libgoogeplay's build.gradle.

Its currently set to use v15 in the current master branch while the new stuff is 16.0.0 and 16.0.1 respectively.

so basically, you want those 2 lines to look like

implementation 'com.google.android.gms:_play-services-games:16.0.0'
implementation 'com.google.android.gms:_play-services-auth:16.0.1'

edit: how i wish for an option to disable emoticons. Remove the '_' for it to work in Android Studio
 

Angio

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Thanks for the heads up on the removal. I was wondering if I could do what you just suggested.
*Fist Bump

***Edit - Thanks @Angio - as I replaced 1 file, another was "missing"...
then I realized - the files it is looking for are files that copy/pasted a weapon or spell and adjusted the animations.

That being said - I just added all files and rebuilt.

Webview Export
  • No BGM on Screen Touch
  • All Sound / Animations work
  • 110mb
Crosswalk Export
  • BGM works on Screen Touch (silent until then)
  • All Sound / Animations work
  • 0.92gb
As you can see, it works either way but Webview drops BGM while Crosswalk is largely bigger. In CW's defense, I did not use APK Bundle. It produces .AAB which now has its own Reader to check the .APK --- yea, confusing.

Anyway - the purpose of the .AAB is so places like Google Play auto signs for you.
These Screenshots are from the Crosswalk Flavour.

I'm not using Crosswalk as I was having some performance issue with it. I've seen many people saying they are having issue with sound and music with Webview. I never had, so I can't help much here.

However keep in mind that before music or sound can play, it needs to be loaded. Sometimes it takes long enough that the scene playing it is over. The best solution for this is to use a preloader. I personally use SRdude preloader, but any preloader should work fine. So maybe try to put the sound and music that aren't loaded in a preloader and see the results. (don't forget they must be m4a files :) )
 
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Thanks BattlebornProductions. Your suggestion helped me figure it out!

I added the plugins included in Olivia's "Octopack Battler" project to a new empty project and tested the android deployment with Xilefian's method and Angio's fix. And it worked! So I realized it wasn't an issue with the plugins.

So I started focusing on this: "If it is stopping on a known File, would need the name and error."

The error was like 10 lines of gibberish (to a non programmer :p) but you made me think that maybe the whole ten lines were one single error and caused by one specific file.

It said it was an m4a file error. So I googled that and figured out that it was a music file in the background music folder and that many other people have had problems with m4a encoding on mobile deployment.

I read those posts and I was on my way to find those files in Olivia's project to reencode them but surprise, they weren't there! There were only .ogg versions of BGM files. But there were both .ogg and .m4a of every other sound file (located in all the other sound folders: /bgs, /me and /se). So I figured it was simply an issue of missing .m4a files.

Before I encoded the .ogg files in /bgm into the missing .m4a files, I figured I'd have a look in a new blank rpgmaker project, just in case those ,m4a files were already there. And they were! So I just copied them over to Olivia's project, loaded rpg maker and deployed to android again.

Then I went to Android Studio to follow Xilefian's method with Angio's fix once again:

I edited the applicationId and changed the repositories order in their respective build.gradle file, then created the "assets" folder inside "app" and copied over the "www" folder from the rpgmaker deployment. Then I generated the APK and guess what...

It didn't work!

So I checked the app/assets/www/audio folder inside Android Studio and... would you believe it!? The /bgm subfolder with the .m4a files was missing, even though the "www" folder that I'd copied into "assets" included it!!

So I copied the /bgm folder manually into Android Studio in the correct location (app/assets/www/audio/bgm) and created the APK.

And BAM! It now works flawlessly on Android.

Bottomline 1: Angio's fix makes Xilefian's method work again.

Bottomline 2: the errors I was getting look complex to a non programmer they but were simply caused by missing .m4a files

Bottomline 3: the /bgm folder vanished when copying the www folder into assets in Android Studio, despite verifying that they were in fact present in my rpgmaker export.

I manually copied them to their correct location in the Android Studio assets folder and finally was able to generate an APK that worked!


@Dantor I stripped those Audio Files out (much like you did) and came up with the same result:

When creating a "New Project" - it's pulling from the "New Data" Folder inside the Install Path.
At the same time, it is pulling BOTH .m4a and .ogg with precise reference to the .ogg in the .html file....
Ok, I know that might've sounded like gibberrish too lol

In other words - my .m4a errors were on Animation while BGM happened on my .ogg

It's calling both versions of the Audio Files.
....Thanks for the Update - I'm back to the drawing board too
*Fist Bump
 

Dantor

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Don't know if anyone got to you yet or if you figured it out, but you have to update the google play libraries in libgoogeplay's build.gradle.

Its currently set to use v15 in the current master branch while the new stuff is 16.0.0 and 16.0.1 respectively.

so basically, you want those 2 lines to look like

implementation 'com.google.android.gms:_play-services-games:16.0.0'
implementation 'com.google.android.gms:_play-services-auth:16.0.1'

edit: how i wish for an option to disable emoticons. Remove the '_' for it to work in Android Studio
Awesome, thanks TehGuy
 

Dantor

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@Dantor I stripped those Audio Files out (much like you did) and came up with the same result:

When creating a "New Project" - it's pulling from the "New Data" Folder inside the Install Path.
At the same time, it is pulling BOTH .m4a and .ogg with precise reference to the .ogg in the .html file....
Ok, I know that might've sounded like gibberrish too lol

In other words - my .m4a errors were on Animation while BGM happened on my .ogg

It's calling both versions of the Audio Files.
....Thanks for the Update - I'm back to the drawing board too
*Fist Bump
Thanks a million BattlebornProductions. That's valuable information for me.
 

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Thank you for sharing :)
 

Eliaquim

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Hi guys!
I have a issue, i think. This things start to appear at my "TODO" tab. What does it means?
He start to make observations in the files of pixi.js and two other plugins Qpathfind.js and Qsight.js.
Also he mentioned to me to "TODO: Replace this entire file with the ids.xml provided from the Google Play Console.".
But i export the apk, and it runs ok on my phone, except for the low fps rate, but i think that is because i have many events in the same map of test.
Check the images:
1KxCWd9.png

6Un5rVO.png

7gzeWan.png

yBMzreH.png

PS: I actually have an account at google play console.
 

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First of all, I thank you for your hard work, but right after opening AltimitSystems-mv-android-client-329ce94 in my Android Studio, I have a few problems that I don`t know what they mean.
 

Eliaquim

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First of all, I thank you for your hard work, but right after opening AltimitSystems-mv-android-client-329ce94 in my Android Studio, I have a few problems that I don`t know what they mean.
Hi there! Same problem happen to me!
To fix, just make sure your google play library is up to date the change those line with this:

implementation 'com.google.android.gms:_play-services-games:16.0.0'
implementation 'com.google.android.gms:_play-services-auth:16.0.1
 

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Hey, thank you for the tip, but I can not find a simple method for update the data. How did you do it?
 

Eliaquim

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Hey, thank you for the tip, but I can not find a simple method for update the data. How did you do it?
Normaly the android studio check for updates by himself, and then you update.
But if this not your case, then you open the Android Studio (If you have one project loaded auto, you just go in the "files" section in top left and "close the project)
Then you will see this screen:
dz6t5TX.png
Go in Configure, and SDK manager. Then you will have this screen:
e9nWvfW.png
Check the box in bottom right and go to the tabs marked. I, download everything does to have "Google play" "Google libraries" etc from android 9.0 and 8.1. And some other things in the other tabs.

Hope this help!
 

TehGuy

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Hi guys!
I have a issue, i think. This things start to appear at my "TODO" tab. What does it means?
He start to make observations in the files of pixi.js and two other plugins Qpathfind.js and Qsight.js.
Also he mentioned to me to "TODO: Replace this entire file with the ids.xml provided from the Google Play Console.".
But i export the apk, and it runs ok on my phone, except for the low fps rate, but i think that is because i have many events in the same map of test.
Check the images:
1KxCWd9.png

6Un5rVO.png

7gzeWan.png

yBMzreH.png

PS: I actually have an account at google play console.

ids.xml TODO is only relevant if you're using Google Play Services/Google Play Games stuff; I plonked it in there so it'd show up in the IDE so hopefully people wouldn't miss it

You can ignore it otherwise.
 

Eliaquim

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ids.xml TODO is only relevant if you're using Google Play Services/Google Play Games stuff; I plonked it in there so it'd show up in the IDE so hopefully people wouldn't miss it

You can ignore it otherwise.
Thanks! And sorry rsrsrs but i dont understand.
Yes i'm planning to use it on google play store and if i can in google play games too.
So what i'm suppose to do?
When i open the android studio again it will update a new ide?
I dont understand what you say :/
TODO is a sort of advice?
He says to me to check something like "intelligi". But when i click i go to the site of android studio and dont know what to do there.
 

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