VN Platforms and release day

Deleted member 167032

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Been wondering apart from PC how many people play these VN games on other platforms ?

If I am to release my game eventually should I start off the bat to get it released on as many platforms as I can code for (which is my biggest concern) or start off with PC and maybe MAC OS only?
 

Droid Productions

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I've been surprised how popular the HTML5 version is proving; if you're using an engine that easily deploys to web (like unity) it's worth looking into making that run smoothly
 

Deleted member 167032

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Tyranobuilder has that facility, HTML not sure if it's HTML5 version but i stopped developing on Tyranobuilder.

I've been surprised how popular the HTML5 version is proving; if you're using an engine that easily deploys to web (like unity) it's worth looking into making that run smoothly
 

toolkitxx

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Always make this decision based on where you can actually deliver the best quality. A good quality on a single platform will yield you a more stable follower-ship than something half-cooked for several platforms. Also consider the non-trivial extra load regarding bug fixing when you extend your platforms.
 

Deleted member 167032

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Type of answer i was looking for... makes so much sense.

Always make this decision based on where you can actually deliver the best quality. A good quality on a single platform will yield you a more stable follower-ship than something half-cooked for several platforms. Also consider the non-trivial extra load regarding bug fixing when you extend your platforms.
 

Trampca

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Hello MeKnobb, I know this is a old post. But it was a great question. "what platform?" I had to double check your software to see what it can do. It tells you what you can do but it didn't say what the browser output would be. but in the video it show you. HTML5 and CSS3

Have a great day!!!
 

Droid Productions

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I may have gone a bit overboard.. :)

Over the weekend I set up the full trifecta of builds:
PC
Mac
Linux
Android
HTML5

The first 3 are automated, but the last 2 are not yet. It's on the todo list, since it's something I really want to be able to set up to run when I leave for the night, it's taking a LONG time right now (especially those two, darnit).

We'll see if it gives any return in terms of players beyond PC/HTML5, though I'm certainly seeing a lot of downloads of the android version.
 

Deleted member 167032

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Android i can understand as MANY people use a smartphone or Android device. I think Mobile gaming have surprised Console/PC gaming in revenue and gamer totals a while back.

For me it's difficult to play a VN game on a Android device such as a phone, a Tab maybe, but not something I'll do.

I may have gone a bit overboard.. :)

Over the weekend I set up the full trifecta of builds:
PC
Mac
Linux
Android
HTML5

The first 3 are automated, but the last 2 are not yet. It's on the todo list, since it's something I really want to be able to set up to run when I leave for the night, it's taking a LONG time right now (especially those two, darnit).

We'll see if it gives any return in terms of players beyond PC/HTML5, though I'm certainly seeing a lot of downloads of the android version.
 

3Bliksems

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While I've been working on our game I've set up Unity to allow me to build for Windows, Linux, Mac, Android and HTML5. When we do the first release in a couple of months we'll probably release on Windows, Linux, Mac and possibly HTML5 first.

I'll probably do an Android release as well, but after some initial play testing of the game on my smartphone it's clear that I'll have to make some UI modifications to cater for the touch input and smaller screensize. It's nothing major, but for now I'd rather focus on getting the game out on PC first.
 
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uradamus

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I've been on Linux for many years now, so here is at least one vote for Linux support, heh. On the plus side, the vast majority of Windows based VNs will run just fine through Wine. The only use I see in HTML5 support would be for entries to game jams and showing off prototypes. I otherwise tend to hate playing games through a browser, with all the extra overhead and limitations that imposes, not to mention all the special exceptions your end-users have to deal with to avoid the save data getting hosed every time they shut down the browser if they're using a variety of privacy protection extensions in their browser.

I will however say that not all engines are created equally. Ren'Py stuff runs like a dream, assuming the game isn't made by someone entirely inept at basic coding. It focuses on VNs, supports most of the major platforms out of the box, and is pretty easy to pick up the basics of and since it's built on top of PyGame, you can always drop down into that to introduce more advanced mechanics into your game.

Unity is a steaming pile - performance wise - in most cases for me. Often games made with it will even take my whole system down with them; I tend to avoid games with the Unity flag because of this.

RPGM is hit or miss; I'm guessing some of it could come down to how a dev makes use of it and what sort of dodgy addons they may be using. Sometimes games run just fine and other times I see them doing terrible things - like pegging a CPU core at 100% non-stop the entire time the game is running, often sticking to the same core for several minutes straight without even attempting to do any sort of load balancing. That kinda shit is unforgivable.

TyranoBuilder games tend to be buggy messes and they often have a lot of weird limitations. Like very few save slots and if you don't make a point to create a unique save context for your game, it will just use the default one shared by all the other games made with it by lazy devs who also ignored this issue. This means those limited save slots are now being shared by multiple games... blah.

UE4 is overkill for most games your typical indie eroge devs are likely to come up with. It's a huge resource hog and is a pain in the ass to extend as the source code is such a mess. You really need a team consisting of UE veterans to make the most of this engine and even then, it will likely burden your otherwise rather basic game with absurd system requirements.

Godot is an underappreciated engine still atm. I think it might have the most promise out of all the various options available to indie devs. It's open-source under a very liberal MIT-based license. Meaning it is completely free to use and modify, with no subscription fees or royalty payments. It has one of the cleanest source codes I've ever seen in a game engine; I usually hate reading through C++ code, but Godot's is very tolerable. It is very light weight on system resources, opens up pretty quickly, rarely crashes as far as my testing has gone so far and exports to a fairly wide variety of platforms, including several consoles (if you have a development deal with one or more of the console companies in questions.) It comes with a really nice Python-like purpose built language built in, called GDScript which is really easy to learn and quite powerful. For those who prefer C#, Python, and a few other language options, there are modules to support working with those instead; you could also always drop down into C++ if need be for more advanced needs. The editor is really nice; the code editor in particular has some rather advanced features - if you stick to GDScript - that make it a pleasure to work with. It has rock solid support for 2D games and recently got a big overhaul for the 3D side of things, including support for modern PBR materials. Though I'd probably hold out for the next release before looking too closely at the 3D side of things, as there are plans for adding in a terrain editor and they will be adding back in their node based material editor that was temporarily removed for this release while they reworked it for the new updated backend.
 
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Dr PinkCake

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I'm very surprised that people would play VNs on their cellphone. Does any dev have insight in how popular this is? I'm planning to only build for the Win/macOS/Lin systems. Am I missing a lot of potential users?
 

uradamus

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I'm very surprised that people would play VNs on their cellphone. Does any dev have insight in how popular this is? I'm planning to only build for the Win/macOS/Lin systems. Am I missing a lot of potential users?
This is just a guess, but I am going to say that the younger someone is, the more likely it is that their primary computing device is a phone or tablet. These devices have the benefit that they are practically always with them anyhow, and they can take them into their room or bathroom for private time with games they wouldn't be able to play on their family computer in a public space of their home.

It is mostly old timers like me and many others here who stick to traditional desktop towers and laptops as their primary machines for work and gaming. But as time goes on - and as more kid's start getting a bit older and find out that ero games exist - the more demand there eventually will be for android ports. Personally though I could care less, as I have no plans of supporting android myself in anything I work on any time soon. It comes with a lot of extra overhead in terms or development time and testing if you want to make sure your game will work properly with a wide variety of devices and since I don't have or use any of them myself it just isn't worth it to me, even if there is a big untapped market there (in theory, though good luck getting noticed and finding people willing to pay enough to make it worth it).
 
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Studio Errilhl

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The VN market for cellphone / tablets is WAY bigger than the desktop / laptop market. BUT! It also depends a lot on what kind of VN / game you're making. Most adult games seems to be played more on "traditional" hardware (ie, laptops, desktops), but there is usually people wanting it for Android as well. iPhone... well. Depending on the game, this is a hassle, simply because you will never get it into the AppStore, and getting unvetted software onto newer iPhones is a real pain.
 
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Dr PinkCake

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The VN market for cellphone / tablets is WAY bigger than the desktop / laptop market. BUT! It also depends a lot on what kind of VN / game you're making. Most adult games seems to be played more on "traditional" hardware (ie, laptops, desktops), but there is usually people wanting it for Android as well. iPhone... well. Depending on the game, this is a hassle, simply because you will never get it into the AppStore, and getting unvetted software onto newer iPhones is a real pain.
I have no experience with using i.e. Renpy VNs on Android. Is it a simple installation process if a download link is provided? As you say, it is impossible to get an adult VN on either AppStore or Play. Any information on this is appreciated.
 

Studio Errilhl

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I have no experience with using i.e. Renpy VNs on Android. Is it a simple installation process if a download link is provided? As you say, it is impossible to get an adult VN on either AppStore or Play. Any information on this is appreciated.
Installing on an Android device is fairly simple, yes. You provide a link to the APK, the user downloads it, and if the user has enabled "untrusted sources" and/or dev-mode on the phone, it will be allowed to install. For iPhone, I'm still fairly certain you need to have a jailbroken phone OR a phone set up as a developer phone (that allows you to install and test APPs you code yourself before publishing).
 
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Dr PinkCake

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Installing on an Android device is fairly simple, yes. You provide a link to the APK, the user downloads it, and if the user has enabled "untrusted sources" and/or dev-mode on the phone, it will be allowed to install. For iPhone, I'm still fairly certain you need to have a jailbroken phone OR a phone set up as a developer phone (that allows you to install and test APPs you code yourself before publishing).
Great, I might try building for Android then. I want to avoid unnecessary hassle with platform specific bugs though. Thanks for the info!
 

Studio Errilhl

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Yeah, there are some idiosyncracies with Android, and you will need to make sure you have a UI that fits a phone as well, and an interface that behaves well with touch.
 
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Dr PinkCake

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Yeah, there are some idiosyncracies with Android, and you will need to make sure you have a UI that fits a phone as well, and an interface that behaves well with touch.
Just wanted to say thanks for making me try building for Android. I'm playing my game on my phone as I write this and besides from buttons being transparent, everything works flawlessy be it animations/renders/music/sound effects. Definitely worth it as it was so simple to build against it with Java SDK. Thanks!!!
 

anne O'nymous

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Been wondering apart from PC how many people play these VN games on other platforms ?

Alright, I'll be "this guy". We are almost all on PC platform here, whatever the OS is Windows, MacOS X or Linux. There's probably more people here using another OS than people using another platform.
 

Studio Errilhl

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I would say it does depend on market. What is your aim? I would guess most people doesn't play F95's main type (adult games) on mobile, although there are frequent requests for ports to Android. However, when it comes to regular VNs and similar games, the market for mobile is a lot bigger. There was (and I can't for the life of me find it again) an overview over the "biggest VNs" where they had done a bit of research and gotten som percentages from the developers (I assume) of which platforms were most popular (note that these are games that are available at Google Play and similar), and there were a consistent part that showed Android was almost always on second place (after Windows-platform).

However, these findings does not automatically correlate to development and sale of adult games, since they're not allowed on either Google Play or Appstore, and hence are a lot more hasslesome to get installed for the average cluebie.

Will it hurt to have an Android build? Definitely not, as long as you can get it working without spending too much time on the port.