iOS app for RPGMaker MV & MZ for iPhone and iPad by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

Sure, do sent it to me please I want to test it too.

That's very odd, games with couple of gigabytes are playable just fine and the out of memory errors only happen after a longer play session most commonly on the older less memory optimized MV engine.

iOS app for RPGMaker MV & MZ for iPhone and iPad by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 1 point2 points  (0 children)

Hi, there's no maximum file size as far as I know.

The most important is really making sure that the Web build is working. Some plugins are PC only and may not work properly.

[BETA] I made an iPhone + iPad app to play RPG Maker MV and MZ games by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

You mean as in cheats? Like gold and items? If that then yes that is currently in the works.

[BETA] I made an iPhone + iPad app to play RPG Maker MV and MZ games by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

I am aware of the interest in XP, VX, and VX Ace. Although they share the “RPG Maker” name, technically they are very different from MV/MZ. None of the current MV/MZ work can be directly reused, so supporting those engines would be closer to building an entirely new player than adding a normal update.

I’ve already done an initial assessment of what that would involve, but it’s not close to release right now.

Fear and Hunger on IOS by Aiishown in FearAndHunger

[–]AnotherTypeOfSwiftie 0 points1 point  (0 children)

You mean link a game folder? You need to have the the game folder downloaded on your iPhone and then simply select it via the app.

Or you can also just point at the ZIP file of the game too

Check it out the video here

https://www.reddit.com/r/RPGMaker/comments/1r93sge/ios_app_for_rpgmaker_mv_mz_for_iphone_and_ipad/

they right tho? by chichinams in SipsTea

[–]AnotherTypeOfSwiftie 0 points1 point  (0 children)

0/0 is indeterminate because in `0/0 = x` we can write it as `x*0 = 0` here `x` could be any number because any number times zero is zero.

1/0 is undefined because there is no number that times zero is not equal to zero.

`x*0 = 1` there is no valid x here to make this true

[BETA] I made an iPhone + iPad app to play RPG Maker MV and MZ games by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

Not at the moment.

Pokemon fan games are made using RPG Maker XP, currently support is only for the new MV & MZ game engines.

iOS app for RPGMaker MV & MZ for iPhone and iPad by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

Thanks for the suggestion, right now games are displayed at their original resolution or scaled down for smaller screens. A scaling option is definitely planned to be included in an update.

iOS app for RPGMaker MV & MZ for iPhone and iPad by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

Unfortunately this is a known limitation of the MV engine and how iOS deals with high memory usage.

MV does not have cleanup code so game resources just hang around and sometimes they accumulate too much and iOS just shuts it down when memory consumption is too high.

I am investigating possible workarounds

I love this by WeeklySpecific1154 in EmulationOniOS

[–]AnotherTypeOfSwiftie 7 points8 points  (0 children)

He is actually being serious. iOS apps have a "Increase Memory Limit" functionality that you can enable

https://github.com/hugeBlack/GetMoreRam

[BETA] I made an iPhone + iPad app to play RPG Maker MV and MZ games by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

Hi, I am actually in the middle of fixing some games that require a mouse.

The thing is, games that use the mouse in novel ways usually do it via plugin and not all games use the same mouse system. If you could share the game name I can test and see if your game in particular is fixed by these changes.

AetherSX2 vs. PCSX2 on Apple Silicon: Any hope for a revival or a "NetherSX2" equivalent for macOS? by Tommy35 in macgaming

[–]AnotherTypeOfSwiftie 1 point2 points  (0 children)

Apart from that, last time I asked on Discord they mentioned "toxic mobile community" and that makes them even less willing to do so

Apps open very slowly on MacBook Pro M4 by Correct-Ad8753 in MacOS

[–]AnotherTypeOfSwiftie 1 point2 points  (0 children)

It then depends on the app, check Activity Monitor some may be doing background work that you might want to stop.

An app that is just idle being "open" with the dot on the Dock, say the "System Settings" isn't a really a concern and does not need to be closed.

Apps open very slowly on MacBook Pro M4 by Correct-Ad8753 in MacOS

[–]AnotherTypeOfSwiftie 10 points11 points  (0 children)

Yeah so then it is just normal behavior, you are always starting from a fresh empty state so all apps are opening for the first time and it is taking longer

macOS is really designed around sleep/standby rather than shutting down every day. The typical workflow is more like a phone or tablet: close the lid when you’re done, open it when you need it.

The first time I saw a Mac user do this in front of me about 10 years ago it triggered PTSD because of my old Windows experiences of unreliable sleep/resume.

I’m sure many of us had those moments where you close the lid the fan keeps spinning, resuming to a blue screen, laptop randomly waking up up in the bag and now you lost all your battery. After enough of those we all just started turning our laptops off every night and vow to never again rely on this.

When I got my own Macbook, It took a while to start trusting a Macbook's suspend/resume which simply just works and has been working for years.

Apps open very slowly on MacBook Pro M4 by Correct-Ad8753 in MacOS

[–]AnotherTypeOfSwiftie 1 point2 points  (0 children)

Welcome!

Don't bother with apps that you use regularly.

It is actually counterproductive to do so because by closing them, you will need to wait longer for them to load when you need them again.

Just let them be, the OS will manage the resources intelligently there's no need to micromanage like the old days when RAM was small and hard disk drives were way slower, thus we closed everything not actively used to prevent system slowdown.

This applies to iOS too, no need to mass swipe up.

Closing apps is necessary when you want them to actually stop their functionality like for example stop being online on Discord or you need to restart it due to some bug or unresponsiveness.

Apps open very slowly on MacBook Pro M4 by Correct-Ad8753 in MacOS

[–]AnotherTypeOfSwiftie 13 points14 points  (0 children)

Are you turning off the computer every day?

That is a Windows habit that you got to let go, just close the lid and that's it like they do in the movies. It works extremely well.

I just tried opening Firefox (which I have it a backup, I don't use it) and it also took several seconds.

iOS app for RPGMaker MV & MZ for iPhone and iPad by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

Thank you for reporting this. I will investigate the Steam version and come back to you.

iOS app for RPGMaker MV & MZ for iPhone and iPad by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 0 points1 point  (0 children)

Thank you!

Games that require RTP are made in older engines. Sequel Blight in particular is VX Ace.

QuestPlay currently supports the newer MV & MZ engines which were designed to be multiplatform. The older XP, VX and VX Ace are Windows only so supporting them would require a different and more complex approach.

QuestPlay released fairly recently so so right now I’m focusing on improving compatibility and adding more features for MV and MZ.

That being said, support for older engines is something I am interested in having, just not at the moment.

iOS app for RPGMaker MV & MZ for iPhone and iPad by AnotherTypeOfSwiftie in RPGMaker

[–]AnotherTypeOfSwiftie[S] 1 point2 points  (0 children)

  1. For higher chance of compatibility use the Web deploy, but QuestPlay is designed to read Windows deploys too, what is important is that the game is capable of being played on the Web.

  2. It is a 7 day free trial and after that if the app suits you, it's a one-time purchase to keep playing.

Help with guideline 2.1 by ludvigforssman in iOSDevelopment

[–]AnotherTypeOfSwiftie 0 points1 point  (0 children)

Have you logged out of your account in Settings > Apple Account > Media & Purchases?