RM20XX ANDROID PORT TESTS

Posts

Pages: first prev 12 last
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2966
Great writeup. I hope to test this out when I have time.

You mentioned files have to be a power of two. I believe this restriction is not in place if you upgrade to openGL ES 2.0. (I hope you do!)

I was under the impression you re-wrote all of rm20xx into native Java, but looks like you went the NDK route. I usually develop with eclipse but I can push my way through visual studio.

Again I appreciate your work with this. Since the only thing not completed is the DBS, maybe I can write my own. I'm getting ahead of myself, though. ;)
hi everybody!

happy new year! sorry for the lack of answers but i finished some games of mine, and the good news is that most of the work can be used for the engine aswell:

ffmpeg video playback (play almost any codec)
opengl es2.0 (shaders etc)
perfomance improvement on some devices
tetxure compression (optional)

im still a bit concerned about the easiness of use. Theres no need for visual studio, unless yuo want to change the code, but you will still need eclipse and android NDK at least (theres no way to skip this, even unity3d asjks yu for do that, on their "automated" build button).

and thanks for the support

dragonheart i still remember my rpgmaker days when i found out the platformer you made(which i ofrgot), it blown my mind xd diddnt know it was possible to do that on rm2k.
O i was almost forgetting

i made it also possible to export to HTML5, thanks to emscripten (c++ -> to javascript), but as always have to work on the automation side

see my sample game, made with slightly modified rpg maker engine for android: http://www.gjteam.com.br/SGS/
Pages: first prev 12 last