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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.

    #2
    Personal Question: Who currently holds the highest Tappy Chicken score?
    Professional Question: How would ad revenue royalties from mobile/html5 applications be calculated? Would it follow the same principles as regular app/game sales? What about in-app purchase royalties, such as custom player/weapon/etc skins? Would the same principle apply to PC/Console games as far as in-game store purchases?

    Comment


      #3
      Tappy Chicken
      What are the current browser requirements for playing an HTML5 game?
      Last edited by pfist; 05-22-2014, 02:21 AM. Reason: Formatting changes
      Join Unreal Slackers, the largest Unreal Engine communuty on Discord! → https://unrealslackers.org
      Have a question? Give me a shout on Twitter → https://twitter.com/heypfist

      Comment


        #4
        Tappy Chicken
        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?

        I didn't research this much, but how do you create the flat SMs for a 2D game? Is it (or will is be) possible to just drag in an image file into the Content Browser and import it as some sort of an asset that can immediately be used in a 2D game?

        Is it possible to somehow package an iOS game from UE, then take it and "embed" it in a custom iOS app to be able to implement Game Center, iADs on top of it, or some other crazy new iOS 8 feature that the engine doesn't support yet?
        Join us on IRC! We are on #unrealengine @ freenode.org

        Comment


          #5
          Tools:

          Have you streamlined the process of compiling/packaging iOS games from pc to a mac-over-network in this/upcoming release?




          Thank you for these weekly streams, they're very much appreciated <3
          Last edited by iMuse; 05-22-2014, 01:50 PM. Reason: added love

          Comment


            #6
            Tappy Chicken
            It's amazing how much one person can do with UE4 but how many man hours did it take to make Tappy Chicken from start to finish?

            Was there any C++ written or was most or all of it done in blueprints?

            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?

            What are the requirements to develop for mobile?

            Thanks for these streams Epic love all support coming out to the community!
            Richard Rude
            Environment Artist
            Portfolio: www.richardrude.com
            Artstation: www.artstation.com/artist/richardrude

            Comment


              #7
              Speed Q: You guys have stated Blueprints are about 10x slower than native c++.

              Can you give an estimate about how slow the Blueprint to HTML5 version is compared to a standalone Blueprint version Tappy Chicken ?

              Likewise for C++ to HTML5 VS Native C++ ?
              Youtube
              Machine Learning C++ Plugin
              Lindenmayer System C++ Plugin

              Comment


                #8
                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?

                Comment


                  #9
                  Originally posted by crowl View Post
                  - Tappy Chicken
                  * Ask questions about Tappy below for the chance to win swag.
                  Is it possible to change the flap function so instead of going up/rotating a certain amount and then falling to the ground it goes up higher the longer you hold it and then falls/drops when released?, I have tried everything I could think of but none of what I did worked and was just wondering if its doable.

                  - Art Discussion
                  * Ask any questions about tools, techniques and features below for the chance to win swag.
                  this is just out of curiosity but why are the meshes so big?

                  Originally posted by Bajee View Post
                  I didn't research this much, but how do you create the flat SMs for a 2D game?
                  they are just planes that use 8UU's per pixel of texture.

                  Comment


                    #10
                    @Tappy chicken: If I understand correctly, it is possible to 3d-ify tappy chicken by replacing the ummm... billboards with actual 3d-content. The REAL question: Is there an easy way to mass-update/replace assets, be it for tappy chicken on something else?

                    Comment


                      #11
                      @Tools:Can i create a 3d model to create a 2d character in real time

                      Comment


                        #12
                        Didnt want to make a second post so this is a 2 parter

                        1) 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?

                        2) How have you placed advertisements in the Tappy Chicken game you released today? any info on this would be great.

                        (BTW hats off to the guys at Unreal, UE4 is proving to be a great piece of kit for us indies )
                        Last edited by LukeMarkBrady; 05-22-2014, 01:09 PM.

                        Comment


                          #13
                          Was paper2d used to make this?

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

                          Thanks,
                          Steven

                          Comment


                            #14
                            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

                            Comment


                              #15
                              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

                              Comment

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