thats weird, maybe try a manual save! at the end the “auto-save” its implemented by the devs themselves it can have some issues!
benzaria
Recent community posts
great game, I love it.
But why the game ask for android or PC? u can just get that info using navigator.userAgent.includes("Android") or use the npm library environment it exports variable like (isWindows, isAndroid, …)
I just noticed that the game has auto-save! its the first time i play an RPG Maker game with it, did u implemented it yourself?
yes and no! the thing is from a dev perspective u can install apps from outside the AppStore (.ipa iOS app archive) using a Mac for 7 days or permanently using a dev license similar to android.
But normal users will need to jailbreak there iPhones to do that which stopes updates, increase risk and vulnerabilities if they’re not careful what they’re installing.
The only hope is Alternative Stores which do similar job by auto-refreshing the install of the .ipa file every 7 days, and need to be installed on iPhones via a PC/Mac using the giving installer from the AltStore website.
An iOS version is definitely doable, but there are some technical hurdles.
Ren’Py (the engine the game uses) doesn’t offer full native support for iOS yet—it requires a Mac, a developer license (100$/year), and some pretty careful tinkering in Xcode to get everything working smoothly. Plus, Apple has strict UI and content guidelines, so even if the game runs well, it’s a whole other beast getting it approved for the AppStore. Also, things like app size limits and asset compatibility can make mobile optimization a bit time-consuming. Just might take some extra time and patience.
Workarounds
- An old tool called Ren’iOS: A community tool that helps package Ren’Py games into iOS apps via Xcode. It builds Ren’Py and its dependencies for iOS and provides scripts to assemble everything into a working project. I have no idea on it but it deserves a look!
- RenpyReader: a Ren’Py games Simulator but its a paid app costing 4$.
I have some bad news :(
the library that is used for the animation ‘pixi’ does not support dynamic resource like loading from memory, it only support loading static files from disk or a link.
So ur best bet is either:
- finding an extension to do the Sprite Sheets, it has to be there just search for it.
- finding a way to load images from a link like a GDrive or Github.
- loading the game from an other provider that does force a limit like Github, I will look into this!!
an other bug in game: the arrows can move the MC but the walking animation is not triggered. Probably some default movements from GDevelop still in game.
Happy to hear the improvements!!
The Itch problem though can be fixed easily with a compression, use something simple like `tar` to compress images to one archive and then in the main script decompress into memory. I know ur not a programmer but AI nowadays can be helpful.
I did take a look at the game code don't mind me :) and I will try to make a script to do the compression/decompression for browser version. ofc if u approve me to!
whait a damn minute! did u just made a game using ``Electron``? What...
Edit: Ohhh, I see now, ``GDevelop`` never heard of it, first time.
It uses Electron as a runtime-engine on desktop and cordova on phones. pretty solid GameEngine, reminded me of BlockBench a 3D editor for Minecraft models made in Electron.
Loved the game thought, pretty fun. just some gotchas:
- make the `Left` mouse click event also trigger advancing in conversation like most games from this genre.
- revert the old behavior of `Space/E` they should not do the same: when clicking on `Space/E` to advance in conversation if u accidentally re-click on more time at the end u re-interact with the scene/object which is a pain.
- make a skip button usually its `Ctrl` to bypass unimportant conversations.
- there is a huge performance drop when entering the landlord appartement don't know why but its there, maybe take a look?
Why V0.2 not playable on browser, did u use some sort of non-compatible API?
its not saved automatically, this not supported in most of RPG games.
How To:
- hit Escape (esc) -> saves -> choose a holder and save
The game will auto direct u to the latest save when trying to continue. I recommend making 2 main saves not just one, and each time u want to save switch to the other, the because the game still in active dev and seems to have some bugs and it might crash when saving and lose all ur progress.
There’s no official APK release of Daily Lives of My Countryside from the developer on itch.io, but some unofficial Android ports do exist online. These are typically made using tools like Joiplay or Winlator, which emulate RPG Maker MV games on Android. A few community members have also mentioned APK versions hosted on third-party sites like Bica Studios or PGYER APK Hub, though these are not endorsed by the developer, so caution is advised.
If you're set on playing it on Android, here are your options:
- Joiplay: Emulates RPG Maker MV games directly. You’ll need the PC version of the game and the Joiplay plugin.
- Unofficial APKs: Some sites offer pre-packaged APKs, but be sure to scan them and avoid anything that looks shady.
Since Daily Lives of My Countryside is built with RPG Maker(Cross-platform) and currently released only as a Win32 version, it’s unfortunately not natively compatible with macOS at the moment. The developer hasn’t announced plans for a Mac build yet, but if that changes, it’ll likely be shared through future devlog updates.
In the meantime, Mac users can play the game using tools like Wine or by running Windows through a virtual machine but preformance may vary depending on your setup. Hopefully all desktop platform support arrives down the line!