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[Twitch] Tappy Chicken release for iOS, Android and HTML5! - May 22, 2014

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  • [Twitch] Tappy Chicken release for iOS, Android and HTML5! - May 22, 2014

    Hi everyone, tune into today's livestream to get the scoop on our latest release - Tappy Chicken for iOS, Android and HTML5. The app is propagating to the App Store and Google Play now, and www.unrealengine.com/html5 is expected to be up by 2pm ET. That's right, it's just a 404 until then.

    We'll show you how to build a lightweight app using UE4 Blueprint, no coding required. We'll also walk through steps taken since the 4.0 release to get the app ship-ready, and explain how we're making it easier for developers to deploy fully featured games for mobile and web browsers.

    WHAT
    Tappy Chicken, Blueprint and Art Discussion – Live from Epic HQ
    Principal artist Shane Caudle and senior engine programmer Michael Noland talk about making a simple game for iOS, Android and HTML5 with Unreal Engine 4. The development discussion follows news updates and the weekly community spotlight. We'll have giveaways for the live Q&A this week!

    WHEN
    2pm ET [here's your countdown clock!]

    WHERE
    Epic Games HQ and www.twitch.tv/unrealengine

    AGENDA
    - Welcome & Intros
    - News
    - Community Spotlight
    - Tappy Chicken
    * Ask questions about Tappy below for the chance to win swag.
    - Art Discussion
    * Ask any questions about tools, techniques and features below for the chance to win swag.
    * No canned content here - let us know what's on your mind, and we'll do our best to help!
    - Live Q&A

    As for Unreal Tournament, we'll be bringing you a dedicated stream soon. Keep an eye on the UT forums for updates.

    Okay, throw questions our way below. See you on the stream soon.
    Last edited by Ivey; 10-13-2014, 05:13 PM.

  • replied
    think we should finally give up on receiving anything from the giveaway then

    Leave a comment:


  • replied
    sent one over to you Crowl, Thanks again
    And yeah Hypno, DM is Direct message :P

    Leave a comment:


  • replied
    Sorry for my ignorance but, what is a DM? is it a private message?

    Leave a comment:


  • replied
    Originally posted by Bajee View Post
    You're not alone. Neither did I
    We're so sorry! There are a slew of DMs that still need to go out. We haven't forgotten you. Bajee and LukeMarkBrady, please feel free to go ahead an DM me.

    It will be next week before we can process any additional mailings but don't worry, stuff is coming your way.

    Leave a comment:


  • replied
    Originally posted by LukeMarkBrady View Post
    not sure if im alone here but still no DM's sent out
    You're not alone. Neither did I

    Leave a comment:


  • replied
    not sure if im alone here but still no DM's sent out

    Leave a comment:


  • replied
    Hey folks, and especially to those who are owed swag. :-)

    We're collating the list and will be sending DMs this week. Thank you so much to all who showed up for the stream!

    New broadcast announced here:
    https://forums.unrealengine.com/show...ehicles-in-4-2

    p.s. Working to address all audio issues this week.

    Leave a comment:


  • replied
    Drinking and swallowing is not something you want your audience to hear during a recording session. The best thing to do is drink grapefruit juice or water with lemon before you go on set to cut down on throat phlegm.
    Last edited by RazorX; 05-24-2014, 11:20 AM.

    Leave a comment:


  • replied
    great to have our questions answered! great job guys.

    btw, when will we be contacted about the giveaway?

    Leave a comment:


  • replied
    Originally posted by RazorX View Post
    @Michael and Shane - In the future please move the microphone farther away from your throat. The drinking and swallowing is really loud on the Twitch recording.
    I didn't notice that. But there was also an annoying white noise. When you were talking it was alright, it was mainly in the pauses. It sounded like the mic was set too sensitive or to auto sensitivity (I really have no idea.. ) Wasn't terrible, just a little distracting.

    Example: https://www.youtube.com/watch?v=Xd7B8Q5lUbw#t=1095

    This stream had much better audio: https://www.youtube.com/watch?v=_7CjxZRZwE4

    Leave a comment:


  • replied
    @Michael and Shane - In the future please move the microphone farther away from your throat. The drinking and swallowing is really loud on the Twitch recording.
    Last edited by RazorX; 05-24-2014, 09:36 AM.

    Leave a comment:


  • replied
    I've updated https://wiki.unrealengine.com/Tappy_Chicken with measured Android performance on the 1.0.0 release of Tappy Chicken.

    Cheers,
    Michael Noland

    Leave a comment:


  • replied
    I think we hit most of these in the live stream, but to recap:

    Originally posted by Nick Pfisterer View Post
    What are the current browser requirements for playing an HTML5 game?
    Any HTML5 browser with WebGL support. The latest version of Firefox, Chrome, Safari, or Opera should all work (see the HTML5 FAQ for more details). I've run it in IE11 before as well, which has beta WebGL support, but the experience isn't ideal (takes IE11 about 5 minutes to JIT the javascript before you can start playing, and IIRC text rendering was broken).

    Originally posted by QuickBrownFox
    @Tappy Chicken What kind of performance are you seeing on low end and budget Android devices? Are GPUs necessary?
    A GPU capable of OpenGL ES 2 is necessary to run UE4, but I'm not aware of any Feature level 9 devices that don't support ES2 to be honest (some don't support it fully or bug free...). We've got it running at 60 fps during gameplay on most Android devices and all supported iOS devices.

    Note: The following section is from memory, so I might have gotten a device name wrong: There are a few fairly old devices where performance isn't as good like Nexus S at 30 fps, and one device was around 20 fps (Fascinate S). I've asked someone from QA to post actual measured numbers from our device test matrix, which should happen in the next couple of days. We'll continue to improve mobile performance over time as well.

    Originally posted by Bajee View Post
    What are the current package sizes for the apps on iOS/Android? Are you still working on reducing mobile package sizes and what is the optimum that you could imagine for a game like Tappy Chicken?
    The final shipping sizes for the various platforms are listed below:
    • HTML5: 9.4 MB
    • Android: 26.8 MB (OBB + APK combined)
    • iOS: 28.2 MB

    The actual Tappy Chicken game content is under 2MB, the rest is basically a fixed overhead for the engine that won’t increase as you add more content to your game. We’re still optimizing this overhead; expect to see further size reductions in future releases. Even so, you can ship a much larger game with dozens of times more content than Tappy Chicken and still fit into the OTA download size for the various stores (typically 100 MB).

    If you're willing to compile some C++, you can get Tappy Chicken on iOS size down by around 10% by changing the iOS build cs to optimize for size instead of for speed, which should be fine for a game like this, and you can shave about half a meg off of iOS or Android by replacing a couple of unused but referenced engine textures with 1x1 replacements (we did this for the shipped version of HTML5). We're going to start a wiki article talking about optimizations like these that can be made as well.

    Originally posted by iMuse View Post
    Have you streamlined the process of compiling/packaging iOS games from pc to a mac-over-network in this/upcoming release?
    There haven't been many big changes here in 4.2, we've been more focused on improving compatibility and performance on device. We hope to work on this more for 4.3, although you can use UnrealRemoteTool right now (most people at Epic use this path rather than using a Mac), it's just not a polished workflow yet.

    Originally posted by CreativeHD View Post
    Was there any C++ written or was most or all of it done in blueprints?
    The game is entirely done in Blueprints.

    Originally posted by CreativeHD View Post
    What are the requirements to develop for mobile?
    You need a supported mobile device, and a PC for Android, or a Mac for iOS. You can do either of those using the launcher version of UE4, but HTML5 currently requires using the GitHub build.

    Originally posted by evildjoker View Post
    Was developing for ios and android any more difficult than deving for the normal pc. As in setting up key bindings for detecting taps vs just using a mouse click. Also would like to know if you guys were exclusive cpp or if you used blue prints?
    Once you've done the initial setup to get the platform SDK installed and provision your device, it's really no different to making a game on the PC. You can go 'mobile-first' and implement only touch controls, and have the PC version emulate touch input when the mouse is clicked (it's a project setting under the Input tab). I'd also recommend using the 'Play on PC mobile preview' setting from the editor to double-check that your materials are working as expected when iterating on effects or materials, but otherwise the regular PIE works fine most of the time and you only really need to deploy to device to check performance or get a feel on the small screen.

    Originally posted by LukeMarkBrady View Post
    i have a small blueprint based game i have made in UE4 however it will not run on my Galaxy Note 2, ive tried the various android build options you have and still no luck. After playing Tappy chicken which you released today i found it runs fine on my device, however when i go to UE4 and package the tappy chicken game you provided with the engine myself, this too does not work. Did you use a more recent build like 4.2 to package the game you released on Google play? or am i doing something wrong?
    The shipped versions of Tappy Chicken were created from a branch made off of master, which roughly corresponds to 4.2. All of the fixes made in the branch have been merged back to master and will be in 4.3, and most of them also got merged into 4.2 but not all of them. I'd give 4.2 a try when it comes out.

    Originally posted by LukeMarkBrady View Post
    How have you placed advertisements in the Tappy Chicken game you released today? any info on this would be great.
    You can use the ShowAdBanner or HideAdBanner Blueprint nodes. There are some setup things you have to do per-platform as well (e.g., enable iAd support in iTunes Connect or add the API key for AdMob on Android), which we'll go into more detail on in a future blog post once 4.2 has been released.

    Originally posted by CreativeHD View Post
    How difficult is it to make a 2d style game in UE4 compared to a 3d game? Is there any specific tools in UE4 that help with 2d game development?
    Originally posted by ssfulfe View Post
    Was paper2d used to make this?

    Please give an update on the current status of paper2d and what's next.
    Tappy Chicken does not currently use Paper2D. It will be updated to use it when Paper2D is a bit further along. You can check out progress in the Paper2D thread, on the trello roadmap, or directly by looking at GitHub commits to the master branch. My current aim is to get Paper2D to a point where an 'early adopter' can start using it in earnest in 4.3, but no promises yet.

    Cheers,
    Michael Noland

    Leave a comment:


  • replied
    Was paper2d used to make this?

    Please give an update on the current status of paper2d and what's next.

    Thanks,
    Steven

    Leave a comment:

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