Category Archives: Epic Battle Fantasy 5

EBF5: Mobile Progress

Hey guys, I’ve jumped through many of the hoops to put EBF5 on the Google Play Store!
This involved installing the latest version of the AIR SDK, the Android SDK, and an older version of the Java JDK (1.8), and with those tools I could finally compile EBF5 as an Android App Bundle file, which is Google’s new format, and will be required for all apps in a couple of months. I set up internal testing, so I’ve got a group of 60 users or so testing out the game on their devices. Setting up Google’s testing system was a pain, I almost wish that I went with my original plan of sideloading some APK files.

Anyway, so far the feedback has been promising. There’s a lot of little issues that I need to fix, but for most people the game is already playable. The performance seems perfect on higher-end tablets and gaming devices, but still stutters on average and below-average devices. I’m going to keep optimizing it for a while, but even if I had to leave it as it is, it’s passable. But this is one of the main reasons I want to go with some sort of try-before-you-buy payment system – there’s thousands of different Android devices, and the game is never gonna work on all of them, so I’d rather people can make sure that it runs well before purchasing anything. (Especially considering Google’s crap refund policy)

I’ll keep ya’ll updated, and I’ll open up testing to more users once the most common problems are fixed.

EBF5: Mobile Gallery

Hey guys, here’s some new art thumbnails for the Grand Gallery in EBF5.
Version 2 art didn’t need low-res assets until now.

Android’s app size limit is 150MB, so I’ve had to reduce the resolution on some bitmaps, and compress the music a bit, much like in the web version. I decided that that was preferable to cutting out a few tracks and images. It shouldn’t be too noticeable though, if at all. I’ve heard that iOS has a limit of 200MB, so I guess that version can have slightly less compression. The PC version is around 300MB, for comparison. If Android ever increases the limit, I’ll likely update the game to use less compression.

It’s possible to download more content for an app after installing it, but I’m not going with that approach because:
A) The game isn’t designed to load in extra assets like that.
B) It sucks for the user, since this is an offline game.
C) I was barely over the size limit anyway.
D) Almost no one will bother uninstalling the game if it’s only 150MB.

EBF5: Mobile Update

Hey guys. On Monday I started writing a blog about why I’ve been so unproductive this year, but it sounded really pathetic, so I immediately got back to work. The interface is almost done for the EBF5 mobile port – I’ve added boxes around all of the buttons to make them clearer for touch controls, everything’s been made larger, and the game is generally totally playable now. I even played around with the vibrate feature during big attacks, but I didn’t like it so I gave up on that.

I’ve started setting up the Google Play Store page for the game, and that’s where things get more complicated. There’s a lot of hoops to jump through to get the app approved, and to add features like ads, in-app purchases, achievements, and mayyyybe even cloud saving. It’s all very technical, but there’s a lot of documentation for me to read, and a lot of services I need to sign up for, and then I still gotta actually program and test the stuff. At least I can re-use the Steam trailer.

Oh, and I’ve only tested the game on my device so far. I’m sure there will be a lot of new problems on other devices.

Overall it’s pretty exciting though.

EBF5 Mobile Pricing Info

Hey guys, people keep asking about how much EBF5 will cost on mobile, so I figure I’d let you know what the plan is at the moment. (although all of this may still change…)

It’s going to be a free app with in-app purchases for the DLC dungeons, Newgame+, Custom Games, and Cheats/Challenges.

The free mobile version is going to be very similar to the free web version, so it will include the full story content, but it will have the balancing of the latest Steam version, and the new Monster Cards will also be available. There’s gonna be ads after every battle or two – I hear the thing you gotta do nowadays is give the player some incentive to watch the ads, so I may need to tie some extra gold or something to that.

As for the in-app purchases, it’s probably going to be $15-$20 for the full package, with the option to buy the features separately, for example, $5.99 to remove ads, $5.99 for the DLC dungeons, $5.99 for Custom Game modes, etc. So it could potentially be cheaper if you’re not interested in everything.

Anyway, I’m working on the Android version first, with iOS coming a bit later. The game will work best on a large phone with a stylus, but I’m making the interface bigger to make it more user-friendly for smaller phones and fat fingers. There’s not that much work left to do, but I’ve also not been working much lately, so who knows how long it will take. I did say I would have a beta for Patreons soon, so I should at least try to get that done… but I shouldn’t make any promises. I’m sorry for the delays though.