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(+1)

I agree it’s not running optimally on mobile yet.

As for aspect, this is actually important for gameplay, so I will not change that. Letterboxing is necessary here.

Controller support works for me - when I plug in an Xbox game pad into my Pixel phone via USB Type-C to Type-A adaptor, it just works. However, I do not know what decides whether a controller is supported or not. With another gamepad I have, I get no success but just this message in logcat:

01-27 19:17:43.488 15781 15814 I GoLog : 2023/01/28 00:17:43.488626 [ERROR] gamepad Generic X-Box pad (05000000d620000002280000ff073f00) has no standard layout - cannot use

This is likely a bug in Ebitengine that should be possible to fix soon. Not sure if you get the same message.

Performance is indeed a rough spot - I am rather sure it could be faster if Ebitengine did a better job, but it doesn’t. But do note that the visibility overlay (what makes those shadows) is quite a performance eater - on my Moto G7 Play, which I consider performance-wise the absolute minimum, only lowest settings are smooth (the game does however notice that and after about a minute automatically downgrades to those settings). Without those shadows, however, this game outright cannot work.

So I do not consider Android a recommended platform for it yet. Maybe once performance issues get better.

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Seems like the condition for gamepads right now is being listed in https://github.com/gabomdq/SDL_GameControllerDB/blob/master/gamecontrollerdb.txt#L1560 for Android.

When I clone the line of another Xbox gamepad with my ID, my game recognizes the aforementioned Xbox knockoff without problems.

Aspect ratio being important for gameplay is something I’ve noticed before, so that’s understandable. Perhaps you could add a “fullscreen” option which maintains the aspect ratio but fills the whole screen. I’m not generally a fan of the stretched look but in some cases, it can be an acceptable compromise.

Your mention of the Xbox controller sounds familiar to me. I had a similar discussion with the developer of another game https://dunkelgrau.itch.io/obgoose/comments

I think what’s happening is that indie developers tend to implement controller support on Android and test functionality with the standard Xbox controller and there’s some fundamental difference that prevents other more generic gamepads from working. I know it’s possible to support gamepads pretty universally on Android as that’s what the games in the collection I linked seem to do. However, I don’t know the specifics for Ebitengine.

(+1)

Yeah; I will see if I can patch Ebitengine to support that. It is actually rather weird that it does not and I didn’t expect that, as on Android’s own APIs the buttons are already all mapped to standard layout.

So good chances this will be a simple patch.