We’ve launched a new update for EBF5 on iOS with loads of little fixes, and a corresponding update will be coming to Android roughly within the week. The biggest changes will be that the path blocked by the menu button in the Frozen Valley is now fixed in both versions, and on iOS you can now use cloud saving and achievements!
Version 1.33 of EBF5 is up on the Google Play Store, here’s a list of changes:
• Added support for resolutions up to 20:9. The game should look much better on longer phones. (many battle animations have been extended, let me know if any are incorrect) (I’m also curious if screen cutouts/notches cause any issues) • Added an option to lock the game in the original 16:9 ratio, in the experimental options menu.
• Added cloud saving. In the experimental options menu, you can upload and download saved data. (tap the star in the options menu) (this will eventually be automatic on start up and shut down of the app, but for now it’s done manually) (downloaded data will only be used if the cloud files are newer than the local files) • Added an option to disable cloud saving in the experimental options menu. (if you don’t want to share data across devices)
• Added back the hidden equipment color variants. (removing them was a mistake) • Added 10 new weapon color variants – 2 for each character. • Added a prompt to rate the app, which triggers after boss fights. (frequency of prompts is limited) • Added a preview of the Cheats and Challenges menu which shows their details before you purchase them. • Made the DLC shop look a bit shinier. • Cleaned up the Glitched icons, to make them easier to select, since you have no cursor on mobile.
The list of changes is quite short this time, but cloud saving and wider aspect ratios took a LOT of work and are a big deal! EBF5 is now feature complete – all that’s left is fixing a few bugs and translating a couple of new lines of text.
Hey guys, stupidly long phones are popular lately, and EBF5 has been a strictly 16:9 aspect ratio game until now, so a lot of people have been seeing black bars on mobile. This isn’t so bad on phones with an aspect ratio of 18:9, but when it gets to 20:9, you’re losing 25% of usable screen space!
Getting rid of the black bars has been the most requested feature on mobile (except maybe for cloud saving, which is also coming soon), so after some reluctance at first, I’ve finally decided to work on it. I’ve decided to support resolutions from 16:9 to 20:9, because that covers most high-end phones, and isn’t a crazy amount of work (at the moment it’s looking like about 5 or 6 days of work). I’m not doing taller tablet resolutions because that would require twice as much work, and tablets are much less popular (most of the GUI has been designed for widescreen, so I’m in no mood to redesign all of that). I also considered supporting 22:9, but that turned out to be awkward and looked worse than just having the black bars (the maps can’t be scaled to such a width without horrible distortion).
So what’s changing? Player, foe and spell animations that reach the edges of the screen have been extended to reach further, and battle backgrounds are being extended too. The world map has been zoomed in a bit, and the menu now requires a button press to open. This has the advantage of making the map easier to navigate, as the tiles are noticeably bigger and easier to tap.
There’s also an option to lock the game to 16:9, if you prefer that for whatever reason. But I think the extra width looks pretty cool.
Is it worth a week of work? Probably not. But it’s a novel challenge and has been more fun to do than some of the other mobile features.
Hey guys, a big Android update for EBF5 just dropped, addressing a lot of issues. I don’t know if you’ll be prompted to update automatically, or if you should do it from the Google Play Store page. Either way, don’t uninstall the old version – that will delete your data.
Here’s a list of changes:
Stuff that I still need to fix, but won’t be in this update:
A few more lines of text needs to be translated, and a couple of mistakes with old text. Cloud saving is still planned but I haven’t started on it yet. I’d like to have it if Google and Apple offer that option with their services. Black screen after the slime minigame – not sure what causes this, need to collect more info. It seems rare, but the only known fix is deleting your data at the moment. Battles not continuing because the command menu doesn’t appear. Seems to be related to Idle animations being off, but I can’t reproduce it. Seems rare, but reports say it happens often in very specific battles. Two players can be sent to backup at the same time, softlocking the game. Apparently this can be done by selecting the middle player, dragging down and releasing on the bottom player. Doesn’t happen for me though. A bunch of other minor issues that I need to investigate.
Hey guys, I’ve been back to work on the mobile ports of EBF5.
I’ve fixed a lot of minor issues in EBF5 for Android, but still have more to go before I push out an update. One fun addition is that I’ve made the slime minigame change theme based on seasonal events.
I’m making some progress on the common crashes – I’m helping the AIR/Flash developers debug some issues with the Android runtime. That will take some time, but someone’s definitely working on it. The important part is that the crashes aren’t my fault!
I’ve bought an iPhone 11, so I’m starting the process of porting my games to iOS. With some luck, it won’t take too long, and I can work on it alongside the Android crash issues.
The Epic Battle Fantasy Collection is pretty much finished, I doubt it will get any substantial updates from now on. Someday I may add Bullet Heaven 3 [Prototype] to it, but that’s a long time away, if it happens at all, with Ruffle still being a work-in-progress.
Finally, I’ve uploaded the full source files for Adventure Story, both the old web version, and the new Steam version, on my Patreon for any tier. You’ll need Flash/Animate to make any use of them, and can only use them for education or modding.