Your Experience with Mobile Deployment

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Wavelength

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I've started designing a game in MV that I feel would play best on mobile devices, but before I go too far down that road, I wanted to make sure that Mobile is actually a sound choice for deployment.  I've seen lots of topics posted about problems individuals have had, which has me worried, but I'm hoping that this is just selection bias (as game creators who have a smooth experience have less of a need to post about their deployment).


For you pioneers who have deployed a game to Android or iOS (or have earnestly tried to and failed), could you please tell me about what you found?:

  • Was your game stable on the mobile platforms you tried to run it on?  Were there any serious bugs that only happened on mobile?
  • Did you experience lag or slowdown when trying to run your deployed game on mobile?
  • Did the game run okay on multiple devices with different resolutions?
  • Did you have any audio issues on mobile?  If so, were you able to correct them?
  • Was the in-game hit detection (of your touchscreen controls) comparable with other programs you run on your mobile device?
  • Was it easy to publish your game on the Google Play Store (or any other distribution systems you attempted to publish with)?



Anything else you can tell me about the process and how it differs from deploying as a standalone Windows program?


Thanks so much for any advice you can give me :)
 

Faytless

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Greetings!


I'm going to let you know now,  I just got off work -- I haven't eaten and its really late.  My grammar is going to suck.


Here are some insights that I can offer you.


1.  HTML5 is a relatively young technology --about 2 or 3 years old (compared to say Ruby on Rails, Objective C, etc). 


There are two modes that HTML5 Applications can run.  It is REQUIRED that you must have at least Android 4.1.2+ installed on your device!

  • Canvas Mode   -     Is essentially a universal, here is a blank piece of paper -- do what ever you want to it.  It is not optimized to render 3d objects, but it essentially the Jack of all trades but master of none mode.  If you've ordered Pizza through PizzaHut, Wingstop, or any other web enabled system that offers HTML5 you've probably used an application in Canvas Mode before.  Now this doesn't mean that Canvas Mode is terrible by no means!  You can still render objects as long as the horse that's driving your car is strong enough.  Canvas Applications are used a lot for Web Applications that perform functions.  It's quiet popular for those whom work with ASP.net MVC!There are other uses for Canvas Mode that I won't go into (i'd have to write you a book),  but for RPG maker MV most of the time your application will be running in this mode!


  • WebGL      -     WebGL is a powerful technology that is supported through HTML5.  This mode allows for objects to be rendered on your screen using different techniques to keep memory usage low.  Don't quote me on this,  but  RPG Maker MV (when running on your computer)  runs in WebGL -- So having a decent graphics card that supports this technology really helps!  Some Examples of WebGL apps are mainly 3d Browser Based Games (circa 2015, not to be confused with Java) Interactive Tour Guides, Emulation. When porting your app to your device -- your app will NOT be ported to use WebGL automatically.  There IS technically a way you can enable this but it would seriously defeat the purpose of using RPG maker MV. 


  • Was your game stable on the mobile platforms you tried to run it on?  Were there any serious bugs that only happened on mobile?

    This depends on your device and how new it is.  For the most part Any device circa 2014 will run RPG maker MV games in a semi stable environment (even using low res everything).  Of the devices I own,  these are the devices that I've personally seen constant 60 fps.



Galaxy s6 Edge Plus


Galaxy s7


Galaxy Note 5


nVidia Shield Portable


So this begs the question,  Why only new devices?  It's pretty self explanatory --  All of these devices have one heck of a Processor and GPU behind them.  When you start your application each asset needs to be loaded durring either the time of call or time of entry.  Some people have reported that after playing the RPG game after a minute,  it runs fine!  This is because your device finally finished loading all the assets it needed WHILE you are running the application.  As you can imagine, this eats a TON of memory.  Newer devices do not have this problem solely because computation speeds are MUCH MUCH greater.

Did you experience lag or slowdown when trying to run your deployed game on mobile?


See above question

  • Did the game run okay on multiple devices with different resolutions?


YES!  But my advice to you is to use an aspect ratio that is most common with mobile devices nowadays (16:9)  I haven't seen a 16:10 in years,  but its worth mentioning they're out there.  Many experts will argue their personal "sweet spot" but I suggest you play around with resolutions till you find one that gives you a good balance of performance and quality. 


Notes


How to define a 16:9 Resolution


Method 1 : Google. Lol


Method 2 : 16:9 is a RATIO.  So as long as you multiply both numbers by X, will get a 16:9 resolution


16 x 12 : 9 x 12 =     192 : 108  (or 192 x 108 resolution)  Thats really low, don't use this lol but any factor of this would be acceptable as well,  so lets multiply 4


192 x 4  : 108 x 4  =  768 : 432 (or 768 x 432) This is my personal sweet spot.  You should note what resolution changes do to your game though.  Assets will need to be repositioned. 


Finding what resolution you'll be working with should be the FIRST thing you do when developing.  This can severely mess things up if you change it down the road

  • Did you have any audio issues on mobile?  If so, were you able to correct them?
    Yes and no --  HTML5 compatibility is usually to blame.  You have over 9800+ android devices on the market -- Some can run HTML5 Web Audio Perfectly fine,  Others run it like a diet coke.  Pretty Nasty.  Again,  you need a circa 2014 device, and at least android 4.1 installed


  • Was the in-game hit detection (of your touchscreen controls) comparable with other programs you run on your mobile device?

    Yes!  You can actually see some HTML5 APPLICATIONS  if you google search me on the play store! (Thomas W. Ducpham) 

I did a bunch of Counters for Magic The Gathering and Yu Gi Oh for our local card shop.  These were done with HTML5 and simliar technology.  I also have a RPG Maker MV application for people to test with if you'd like to install that as well for comparison.

  • Was it easy to publish your game on the Google Play Store (or any other distribution systems you attempted to publish with)
    For the most part,  Yes.  Its easy to get a free game out on the play store.  Google approves apps fairly quickly too (1-8 hours) compared to Apples holy crud 7-10 days. This has to do with memory testing and so on,  apple is much more strict.   As for a PAID application, this is where it gets a little iffy.  You must sign a merchant account with google and submit your company information and address.  This cannot be a PO box.  You may face bans if you do provide false information or a PO.  The worst of it is if someone buys your application, your name an address is exposed to that person as well.  This is terrible for indie developers that do not own an office and use a personal house address.  If you don't have a problem with this,  by all means -- but if you do you may want to look into signing a Dropbox with UPS at your local UPS store.  Thankfully,  your allowed to use the UPS stores address thats tied to your box.  Many developers chose this route instead.  Boxes are usually 20-30 dollars a month. 
 

Maycon Gama Ribeiro

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Very good to your Faytless answer, thank you for sharing your incredible information, your knowledge is incredible.

* I use the Intel XDK program and convert my project to apk, the audio SE is not reproduced, could you tell me why it does not work?

* Is there an audio collision? how to solve?

I would be very grateful for your response, thank you.
 

Kes

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@Maycon Gama Ribeiro
[mod]Please do not hijack someone else's thread with your own query.[/mod]
I suggest you start a new thread for your question in this forum so that this particular discussion can stay on topic.
Thanks.
 

jkweath

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I've been really interested in the topic of mobile deployment as well--after all, it kind of was MV's selling point (for me, at least). I really don't have anything to add that Faytless didn't already cover, but I'll share my experience with deploying a small game I made to Android in the hopes that maybe other people can chime in as well.



The first game I deployed was my first project and not optimized for mobile in the slightest. I am also working on a new project, which I have (somewhat) optimized for mobile devices by:

  • Using Yanfly's FPS Synch plugin
  • Using Kodera's Mobile Optimization plugin
  • Making most of the maps relatively small (very few go above RPGMV's default of 17x13 squares)
  • Using TinyPNG to compress ALL of my image files (resulted in a significant quality dip for some images, but not enough to matter a lot on mobile in my opinion)
  • Using Audacity to reduce the size of the music files wherever possible without a loss of quality
Right now I only have 3 devices for testing:

Samsung Galaxy S3
Samsung Galaxy E Lite (a tablet)
Alcatel Pixi Theatre (slightly higher specs than the other phones, has 2 GB of RAM as opposed to 1)

Was your game stable on the mobile platforms you tried to run it on? Were there any serious bugs that only happened on mobile?
The only major "bug" I noticed was the game will flat-out not load if any required files are accidentally removed in the deploying process. One thing I tried with my newer project was using a different font (with Yanfly's Font plugin). It worked fine on PC, but it simply wouldn't work on mobile so I had to scrap it.

Did you experience lag or slowdown when trying to run your deployed game on mobile?
Both games, on all three devices, were completely unplayable.

The first project (which had huge maps, lots of events with animations, etc) stayed below 10 FPS until getting into a small map (17x13) with few events, where the FPS jumped back up 20-30ish. In a test battle, the game dropped to less than 5 FPS.

I'll note that I tried doing a test with my first project's main hub, a town that is about 100x50 squares. In my first test, the game had all of its normal events (many doors, NPCs walking around and a few animated chimney stacks). The second test had 0 events, just the map. As far as I could tell, both rooms ran at about 10-15 FPS on my devices. It seems the map size had a far larger performance impact than the events.

The second project ran much more smoothly (20-25 FPS if I had to guess), but it was still simply too choppy to be playable.

Gotta admit, I was pretty bummed at my second project not running well (even on my newer Alcatel phone), but there was hope: a friend of mine tested my first project on his Galaxy S6 and noted that it ran perfectly fine. Likewise, another friend tested my first project on his Galaxy S5 and reported that it ran smoothly, though he complained that the game ran "slow" - I'm not sure whether he meant the game just felt slow or if it was actually running slow, which I think might have been a case of Yanfly's FPS plugin not being enabled.

From my limited experience with mobile deployment, I can conclude what Faytless has already said: RPGMV games simply aren't going to run well on lower-end mobile devices. The specs of the device are very important--even brand-new devices with low specs won't work. It sounds like the specs of the Galaxy S6 (and perhaps the S5) are the baseline for what we'll need for MV games to run smoothly.

Though I could DEFINITELY be wrong--take what I'm saying with a grain of salt.

Did the game run okay on multiple devices with different resolutions?
I haven't messed with resolutions yet, sorry.

Did you have any audio issues on mobile? If so, were you able to correct them?
I noticed music and sound files lagging behind what was happening on screen, but once both games started running for a minute or so and everything's loaded in I didn't notice any issues. I think cutting down the size of the music files with Audacity will help, though I can't say for sure yet.

Was the in-game hit detection (of your touchscreen controls) comparable with other programs you run on your mobile device?
The touch controls "worked" fine on all 3 devices I used. However, I don't personally care for RPGMV's mobile controls. Tapping with one finger to move/select things and tapping with two fingers to open the menu works, but I didn't like how, on the two-finger tap, my character always moved a little before the menu opened.

I'm not sure if this is a device problem or simply how MV's mobile controls work, but I don't like it. I'll be looking into getting an on-screen buttons plugin (or using Yanfly's picture common events plugin) to get around this. The RPGVX game that was somehow ported to mobile devices, Doom and Destiny, had a really good D-Pad system that I wish I could emulate.

Was it easy to publish your game on the Google Play Store (or any other distribution systems you attempted to publish with)
Haven't tried publishing yet, though I'll definitely be researching into how the publishing system works soon. One thing I am very curious about is if you can prevent the purchase or downloading of your game to lower-end devices--because, as I've said, MV games aren't going to run on the vast majority of devices, so anyone who downloads an MV game with one is going to be very disappointed.

EDIT: I guess I should also add that I used MV's Crosswalk deployment method for all tests. I did try once using a different, much higher version of Crosswalk (which was significantly more complicated to get working, I'll add), but didn't notice any change in performance. I'll probably try the XDK method at least once to see how it runs.
 

palatkorn

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As far as knowing, try testing, found that all problems are caused by a plugin and try to create works without a plugin. The result is that it works well. on mobile
 

Kes

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[necro]palatkorn[/necro]
It's well over 2 years since the last post.
[mod]Closing this.[/mod]
 
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