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mv-android-client's Issues

API Extensions

There are multiple attempts to add Android specific API extensions to the MV Android Client.

My thoughts right now is that it would be best to create a mechanism that makes it simpler and clearer on how to add API extensions to the MV Android Client.


The intention for the android-api is to start the (long and painful) journey of implementing node.js API equivalents in Android. I expect this would be a standard API for mv-android-client, so I will modify this branch to create a standard API Extensions mechanism, so features such as Google Play Services can be added in a more modular way.

Perhaps what we can do is make it so these API Extensions are their own libraries (https://developer.android.com/studio/projects/android-library.html) that come bundled with the MV Android Client, but they need to be added to the base project and activated for them to be included in the build itself. The app build.gradle file could be used as a way for listing out what API Extensions should be included in the project.

This moves potentially large dependencies such as Google Play Services out of the main project and also gives a clear, clean place to put all this code. The Javascript binding could also be stored in this library project.

The MV Android Client base code could detect the requested extensions, then add them through the use of reflection (to avoid the need to add imports for each of the libraries). The extensions would be given a context to use (from the activity, so extensions can retrieve the calling activity if desired) and they could optionally provide some Javascript code to run (similar to a standard MV Plugin) and a Javascript interface to bind (again, optional).

We would need to forward some Activity methods, such as onActivityResult for Google Play Services.


Thoughts, please?

admob

I would make a generous donation if you added an easy way to put the admob code in the project. I have games on google play, but all are paid, I would earn more with advertisement. please.

About performance issues

First, I am a big fan of your works.

I have been porting my game for Android for months using mv-android-client.

There were several patches of the Android system recently, and after that, my game on the Android phone showed abnormal behaviors.

The biggest issue is that certain components are omitted when switching windows. For example, when I call store windows, I can not see the items in the stores.

I was not able to observe the same abnormal behaviors in the PC version, only to guess that it is the problem of the Android system.

It seems that "RPG maker mv basically saves the existing windows on the stack when calling new windows, but the resources stored in the stack are deleted due to memory management problems."

I really want to find a solution and I will wait for your response.

asdf

Add gamepad on screen

In RPG Maker MV, someone made a gamepad plugins, but still it not good enough, it doesn't support multi-touch or another limitations like show on maps only (since it showed by event), even when i test another gamepad plugin with support in menu, it will conflict on another plugins.
So i think an internal gamepad in android client is a good idea.
Can you do it for everyone please?
Thank you

I can not build after update Android studio.

When building with Crosswalk target, the build fails with the following error from Gradle.

Gradle build error

Information:Gradle tasks [clean, :app:assembleZz_crosswalkDebug, :clientapi:assembleDebug, :libandroidapi:assembleDebug]
C:\Users\JSD-PC\.gradle\caches\transforms-1\files-1.1\appcompat-v7-27.1.0.aar\2eba98daea008f67cb38572acec66ad1\res\values\values.xml
    Error:(251, 5) error: resource android:attr/fontVariationSettings not found.
    Error:(251, 5) error: resource android:attr/ttcIndex not found.
C:\Users\JSD-PC\Downloads\RPG Maker Android client\newProj\app\build\intermediates\incremental\mergeZz_crosswalkDebugResources\merged.dir\values\values.xml
    Error:(248) resource android:attr/fontVariationSettings not found.
    Error:(248) resource android:attr/ttcIndex not found.
Error:failed linking references.
Error:java.util.concurrent.ExecutionException: java.util.concurrent.ExecutionException: com.android.tools.aapt2.Aapt2Exception: AAPT2 error: check logs for details
Error:java.util.concurrent.ExecutionException: com.android.tools.aapt2.Aapt2Exception: AAPT2 error: check logs for details
Error:com.android.tools.aapt2.Aapt2Exception: AAPT2 error: check logs for details
Error:Execution failed for task ':app:processZz_crosswalkDebugResources'.
    > Failed to execute aapt
Information:BUILD FAILED in 18s
Information:9 errors
Information:0 warnings
Information:See complete output in console

However, there is no problem when building with a WebView target.

This is supposed to be a bug and I wrote it as an issue.

mz support

hello, in the rpg maker mv the audio works, but the images do not appear. I tried it in different ways and when the game is made in a type of resolution that leaves black borders, just click where the black border should be that the image of the game appears in the middle. but if the game is in a resolution that doesn’t leave black edges, you can’t do that. Thank you very much in advance. I'm using google translator.

Add in app purchase

Thanks to your mv-android-client, I was able to successfully build games.
Recently I am trying to implement in app purchase, and wondering how to apply Google's iap code. While the code is implemented in Java, RPG Maker MV consists of JavaScript. I'd like to your comment on the basic development direction. Should I convert the code to JavaScript as a plugin, or do you think it is impossible?

Black flicker then black screen on some Android TV devices

Hello FelixJones - First off - I am a big fan of your work! I wanted to get your take on an issue I am trying to resolve.

I am experiencing the following problem with mv-android-client (I am using your latest client):

On certain Android TV devices, the title screen comes up but them immediately starts flickering black (or whatever color I have set the background to) and then stays black (or whatever color background is set to). I still can control the game, start it, etc, but I can not see anything (I can hear audio just fine). If I shut off hardware acceleration, this problem does not occur (but then performance is reduced to make the game almost un-playable).

I have found that the problem occurs on the following devices (even with a brand new project with only one event, no plugins, custom assets, etc.): Mi Box 3, Mi Box S, Amazon Firestick, Second Generation Amazon Fire TV Stick

This problem does not occur on: Amazon Fire TV Stick 4K, Amazon Fire TV Cube, Nvidia Shield

At first I thought it was Android version related, but alas, the Mi Box 3 recently upgraded to Android 8 and the problem still occurs (while Amazon Fire TV Cube is based on FireOS 6.0 which is based on Android 7.1 and the problem does not occur there). I am guessing it is hardware related - and maybe specific to the lower end or older Android TV devices?

Here is what I tried to fix it (but alas, I was unsuccessful):

  1. Just about everything I found on google: (https://stackoverflow.com/questions/9476151/webview-flashing-with-white-background-if-hardware-acceleration-is-enabled-an):
    a) Changing the background color to transparent
    b) Hiding the view until it is completely loaded
  2. Changing the screen orientation from sensorLandscape to Landscape (on the theory that you can't rotate a TV :-))

I am going to keep trying to resolve this (time for some and fun:-)), but I want to know if you had any suggestions? Any ideas that you might have for what may be causing this or ideas on what I could try to fix the problem would be very helpful!

Add Online Project

I am using an Online project, but I'm stuck on the login screen, how to integrate it for Android Studio

update for android 10/11

hi guys. i just wanna ask if you can do an mv client update for android 10/11

best regards, xopy

Old version Google Play developer API

Hi there, uploading a new APP on the play store i got this notification:
I have build a signed AAB file instead the .APK because i got an error uploading the APK so i need to use App Bundle.
issue
How to update your client to API version 3?
Migration guide here looks like arabic for me.

Here an email from google Google Play Developer Support

We checked into the alert you are seeing: "We’ve detected that your app is using an old version of the Google Play Developer API. From December 1 2019, versions 1 and 2 of this API will no longer be available. Update to version 3 before this date." in the Play Console regarding the API. Please note we have confirmed that these alerts are being sent out to developers who are either using an old version of the API or have a third party plugin using an old version of the API. If your app does have a API associated, please make sure to update it before the deadline; you can follow the steps here: https://android-developers.googleblog.com/2019/03/changes-to-google-play-developer-api.html

If you are using a third party plugin, please try updating the plugin to fix this issue. We do apologize again for any inconvenience this may cause and hope this information helps. Please note we do place a high value on developer feedback, and I’ll be sure to pass along your specific feedback to our product team.

Can you fix it?
Thank you!

Can't desactivate touch screen release

Hey,
I write today on Github to you about the MV Android client.
I got a problem :
I can't desactive the release touch screen.
When we remove the finger on the screen, the game detect it and do an action.

I have edited some parameters in rpgcore.js, like the Touch_Imput release, I have tested the Yanfly Engine Program : Touch Imput Disabler, but nothing work.

That is why I think that the problem isn't in the project, because in Windows we haven't this bug when the mouse touch is release.

So, the problem may come from the runtime client?

Thank's for your help!

Black screen

Lots of times the screen just is black and I can only hear the music when I start the game

Black-screen (WebView Chrome 72+)

Dear felixjones i find an issue...
I have update Android Studio, after that i got this:
WARNING: The specified Android SDK Build Tools version (27.0.3) is ignored, as it is below the minimum supported version (28.0.3) for Android Gradle Plugin 3.3.0. Android SDK Build Tools 28.0.3 will be used. To suppress this warning, remove "buildToolsVersion '27.0.3'" from your build.gradle file, as each version of the Android Gradle Plugin now has a default version of the build tools. Remove Build Tools version and sync project Affected Modules: app
It seems like compile has been deprecated and api or implementation should be used instead. According to The Java Library Plugin - Gradle User Guide Version 3.5:
The compile configuration still exists but should not be used as it will not offer the guarantees that the api and implementation configurations provide.

So i've change compile to implementation:
In Module app:
This
image

To this:
image
After doing i've update my app on playstore, everything was fine untill some users got a black screen, only Samsung S9 or S9+ with Android 8.0.0
On google play console pre launch app, i find out the problem:
image
I've read in some case, on Implementation you'll have to provide content labels.
I think is in manifest file (i'm not a programmer)
How to fix this?
Thank you.
PS: here a screen with system info of 4 Samsung S9+ (2 working 2 not working) it's reallly strange.

Implement new codes in the project

Hi, again guys!
I want to add new codes to my project. I already add a few things, but I'm not sure how to this properly.
I don't want you to implement it for me. I just want to learn and contribute with the project and the community ^^
So, for example, if I want to add this code to make the players rate the app(with the proper import, of course):

public void rateMe(View v) { try { startActivity(new Intent(Intent.ACTION_VIEW, Uri.parse("market://details?id=" + "PackageNameInPlayStore"))); } catch (ActivityNotFoundException e) { startActivity(new Intent(Intent.ACTION_VIEW, Uri.parse("http://play.google.com/store/apps/details?id=" + getPackageName()))); } }
Where exaclty I have to add it? In the file WebPlayerActivity?
1 - "app/java/system.altimitrpgmakermv/WebPlayerActivity ?

I notice that for google play to work you made a thing call "handler" that I guess that this code is the bridge to google play work with script calls inside rpgmaker mv.

If I want to add this code to rate the app, I have no other choice but to make an interface too? Or can I simply put it inside the WebPlayerActivity and call the code with script call? Like an android toast for example?

I already have read several articles in the google play developers, but can't find a way to simply add new things =/
Hope you guys can show me the way!^^''

targetSdkVersion 28

não sei falar ingles sou brasileiro, descobri que tem que colocar isso no projeto para a google play aceitar em dispositivos android inferior ao 8.0

"An unspecified error has occurred... Error code:4"

Hi there!
Some people are having this error with the app I made using your client.
It seems that if people don't have google play games, the error shows up.
But I doubt with something, I put in the first map a conditional branch:
◆If:Script:__google_play_main.isSignedIn()
◆Comment:do nothing

:Else
◆Script:__google_play_main.startInteractiveSignIn();

:End

Because I was afraid of the player perhaps was not connected in the google play games, so it would check it.
I will post the logcat here
logcat.txt

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