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You can publish your RPG Maker MV games (tested with version 1.5.1) to the Universal Windows Platform (UWP). This is not supported by ENTERBRAIN, INC., however I have submitted a support ticket requesting they review this change for future UWP support.
Why would you want to?
*Note: this did work for WinJS, I will post more later on how to branch off and do WinJS.
Why would you want to?
- Anyone with a Windows 10 device can play your game. (270 Million people as of 2017)
- The Windows store is the least saturated of all the app stores with 500,000 apps. People will actually be able to find your app as opposed to Android/Apple where there are already multiple millions of apps.
- You're already likely using Cordova to build the app, which is fully supporting the UWP platform. Just a 5 minute code change is all it takes to get RPG Maker MV working in this new store environment.
- Export to web browser from RPG Maker
- Open the export folder, copy it into a new folder and edit all the .js files, the gamefont file and index.html to be UTF8 (not UTF8 BOM unless you use WinJS)
- Create a new Visual Studio project, we'll use cordova because it's just easier. You can do it with WinJS but there are a ton of extra steps. Plus, you were already using cordova for your android/iOS versions right?
- Your cordova project folder has a directory called "www" which is where you want to place all the subfolders from your UTF8 RPG Maker export.
- We now need to make some edits to code:
- In rpg_core.js we need to edit line 306 and either comment out "null," without quotes, or replace "null" with “function(){}” without quotes. This is not necessary to make the app work, it's just good practice to iron all the bugs out. Comment this line with what you did, you aren't the only person who will ever see your code.
- In rpg_manager.js we need to edit one of the last lines (2839 as of this writing) in the plugin manager section with reference to async=false. In my app I changed this value to true, but I believe it would have worked to just delete the entire line.
For extra reading why this matters you can review this article: https://www.html5rocks.com/en/tutorials/speed/script-loading/
Short description? The edge browser is the runtime engine for UWP apps and it is not loading scripts correctly. Removing async or forcing it to true is an acceptable workaround to this bug/issue on UWP platform. I would not use this fix elsewhere although it may still work.
- In rpg_core.js we need to edit line 306 and either comment out "null," without quotes, or replace "null" with “function(){}” without quotes. This is not necessary to make the app work, it's just good practice to iron all the bugs out. Comment this line with what you did, you aren't the only person who will ever see your code.
- Now you only need to add the windows icon and screen graphics you will be using for your app in the project/res folder under Icons>Windows and Screens>Windows respectively.
- Don't forget also to setup your appmanifest the way you like it. Ok now on to packaging.
- I did not have much luck making an app bundle for some reason (unimportant for this tut) so let's leave the default settings when opening menu Package > Store > Create App Packages.
- Pick your destination.
- Choose a version number but caution, Windows App Certification Kit (WACK) will fail if you select a build number other than 0. For example, 1.5.3.0 is ok but 1.5.3.5 is not ok.
- Do not check the "always increment" box, this incrementally changes the build number every time you reload this screen.
- Select the three platforms x86, x64 and ARM unelss you aren't publishing to ARM devices (and why wouldn't you?)
- Hey look at that, you clicked create and made a sweet UWP app that is actually going to work. Now run that WACK tool when the dialog opens and if you get any errors, resolve them, then start back at step 8.
- Now take the .appxupload files and upload them to your Microsoft Developer account. Done.
- Post your comments in this thread and if I can help I will be glad to do so.
*Note: this did work for WinJS, I will post more later on how to branch off and do WinJS.
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