Announcement

Collapse
No announcement yet.

Open Letter to Epic [Mobile Development]

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Open Letter to Epic [Mobile Development]

    Hi.

    Firstly i want to say this. I like UE4. UE4 is empowering me to do do many things. And thank you for the engine and the general direction it has taken.
    Now. To the point.

    Personally i am a bit concerned after having watched the GDC talk on the open landscape demo.
    The lead developer stated that in the 4.8 release focus is on bringing new rendering capabilities to the engine.

    This is good. However it does concern me that Epic has stated on numerous occasions that 4.8 is / was focused on mobile improvements. From Package size issues, performance woes, more / better ad support / facebook api exposed in blueprints, twitter etc.

    As a mobile developer i have been patiently waiting for numerous months for the small quirks to be addressed. Things that can make a massive difference in the feasibility of creating mobile games using the engine.
    So why do i say i am concerned about the direction this is going?
    I am getting the impression that Epic is focusing more on pumping as many features as possible into the engine, in order to attract more people. As opposed to making sure what is currently in the engine works 100%.

    From a developer perspective i can understand the reasoning. Because i myself am guilty of this. I worked on 4 mobile games, and instead of polishing them off and then releasing them as i finish one game... i decided to do all 4, and after they are done, polish and publish them all at once. Unfortunately this only lead to a massive delay in publishing as you then discover a bunch of small little issues previously missed.

    Where as if i actually just finished one at a time, i would have now been finished. I would assume that building an engine as complex as UE4; this holds even more weight as is evident with some things being fixed which in turns break other elements.

    Those are my concerns. I was a bit spiritually broken after having heard the lead state what he did. Making me lose faith that we can expect mobile improvements any time soon.
    Anyway. See this as a need to vent a little.
    But seeing mobile improvements is something we have been asking for, for a significant amount of time. Then again. Looking at other threads... everyone is asking for everything and you simply cannot keep everyone happy.

    Cheers
    Last edited by qdelpeche; 03-23-2015, 03:02 AM. Reason: Changed per user request
    http://celestialarch.com
    Free UE4 things available. More coming

    #2
    Its really android thats the issue due to the massive range of devices, IOS support is far better than android, Ive published one game on googleplay with 4.6, have almost completed another to publishing point in 4.7 but im pretty sure that in 4.7 when you try to do a shipping build it spits an error that its not supported till 4.8(thats what another user posted anyway, ill test myself soon) sounds like you may have built a shipping build in 4.7?, development works fine in 4.7 though but with 4.7.3 there is a huge fps drop and I mean huge its like slowmotion on a project that ran at 25-30 fps before, Im planning on the worst case scenario that good support won't happen until K1s or better are standard mobile GPUs, i was initally hopeful when i saw the extra android options in 4.7 though but 4.6 with a simple game seems to be the only way forward for me though

    Im keen to hear if you did get anything onto googleplay with 4.7 though

    Also liked your game ideas simple but effective, its not easy to make games that run well on android with ue4 but you did a great job especially liked the shark truck one
    Last edited by WarpSpasm; 03-23-2015, 03:25 AM.
    https://play.google.com/store/apps/d...m.CrazyRagdoll
    https://play.google.com/store/apps/d...sm.zombieultra
    https://play.google.com/store/apps/d...sm.cubecrawler
    https://play.google.com/store/apps/d...pspasm.turrets

    Comment


      #3
      Hi.

      Yes. With 4.7.3
      Your game must be manually packaged using command lines. Resigned manually. And it must be below 50mb as UE4 currently does not support the automatic handling of split OBB and APK files.
      I took me countless hours... not really. I can count. It took 17 hours to strip bits n pieces of information to get all the information together to get through all the hoops in order to publish. If you have any questions how i went about this feel free to PM me and i will gladly assist where possible.

      Which is why the statement made during GDC concerns me so. Because 4.8 was meant to be the silver bullet, or at least enable us to be able to publish to mobile again. This will include but is not limited to OBB auto download support.


      And no... simpler games isnt the option.
      I vote we fly to their offices and go sit at the door with these

      Click image for larger version

Name:	ca4c1ef7b2.jpg
Views:	1
Size:	145.1 KB
ID:	1071015
      http://celestialarch.com
      Free UE4 things available. More coming

      Comment


        #4
        Thanks thats great info to have about 4.7.3, ill stick with 4.6 for now as the process is pretty easy to do a shipping build with a keystore file, i got good results in 4.6 with tadp 3.04, better than with 2.08, in 4.7 development ive tried 4.01r and 3.04 but 2.08 works the best in 4.7.....4.01r is only for tegra devices though I think, but as I said before it doesnt seem to matter what version of tadp i use in 4.7.3 the framerate is unusable, but overall 4.7 is more taxing on my system in genral and this seems to reflect in packaged windows builds ive done in 4.7 as well, so thats probably where the issue stems from
        https://play.google.com/store/apps/d...m.CrazyRagdoll
        https://play.google.com/store/apps/d...sm.zombieultra
        https://play.google.com/store/apps/d...sm.cubecrawler
        https://play.google.com/store/apps/d...pspasm.turrets

        Comment


          #5
          This situation make me very sad too
          I can not grasp how one can ignore this essential things such as the package size and normal Ad support.
          These things are simply necessary for mobile development.

          Comment


            #6
            Just to stoke the fires a little bit here, from a perspective of someone who is not interested in mobile development, I have been waiting since 4.2 for some improvements to the World Composition tool, such as being able to handle massive navmeshes, animation improvements, foliage improvements, etc. So you say your waiting on mobile improvements and you don't like the direction Epic may be travelling in, I am the complete opposite, and would prefer them to focus on open world. Now this wouldn't just be my opinion and the same goes for you, there are plenty of people waiting on both sides of the fence. Epic's development team is made up of more than a couple of people so they can distribute the load. Just because at GDC all you heard about was improvements to Open World, does not mean there are plenty of mobile fixes planned and in fact ready for 4.8 at all.
            NVIDIA GameWorks merged branch (v4.9.2) (v4.12.5) (v4.13 p2)
            Feel free to Donate if you wish to support me

            Comment


              #7
              Originally posted by AlexeyNA View Post
              This situation make me very sad too
              I can not grasp how one can ignore this essential things such as the package size and normal Ad support.
              These things are simply necessary for mobile development.
              I had no problems with ad support very easy with blueprints, Im only using admob though, I think some users want different providers, but with admob it works very well
              https://play.google.com/store/apps/d...m.CrazyRagdoll
              https://play.google.com/store/apps/d...sm.zombieultra
              https://play.google.com/store/apps/d...sm.cubecrawler
              https://play.google.com/store/apps/d...pspasm.turrets

              Comment


                #8
                Originally posted by GalaxyMan2015 View Post
                Just to stoke the fires a little bit here, from a perspective of someone who is not interested in mobile development, I have been waiting since 4.2 for some improvements to the World Composition tool, such as being able to handle massive navmeshes, animation improvements, foliage improvements, etc. So you say your waiting on mobile improvements and you don't like the direction Epic may be travelling in, I am the complete opposite, and would prefer them to focus on open world. Now this wouldn't just be my opinion and the same goes for you, there are plenty of people waiting on both sides of the fence. Epic's development team is made up of more than a couple of people so they can distribute the load. Just because at GDC all you heard about was improvements to Open World, does not mean there are plenty of mobile fixes planned and in fact ready for 4.8 at all.
                I would say you're right about that, the higher load 4.7 puts on existing devices is only going to get worse with 4.8, with android I think looking towards tegra k1 and higher phones is the only option, just hope to god the new devices are more unified than the current android collection
                https://play.google.com/store/apps/d...m.CrazyRagdoll
                https://play.google.com/store/apps/d...sm.zombieultra
                https://play.google.com/store/apps/d...sm.cubecrawler
                https://play.google.com/store/apps/d...pspasm.turrets

                Comment


                  #9
                  Originally posted by WarpSpasm View Post
                  I had no problems with ad support very easy with blueprints, Im only using admob though, I think some users want different providers, but with admob it works very well

                  Yes, this is what I meant.
                  More supported providers and types of advertising/monetization possibilities.
                  Also would be glad to see support for push notifications.
                  Last edited by AlexeyNA; 03-23-2015, 04:58 AM.

                  Comment


                    #10
                    I agree there are a wide range of wishes and i also want large open worlds. The concern comes in that you have a feature that directly impacts revenue generation, that is not working.

                    Some of us have a very urgent dependency. Sitting on completed games that cannot be published due to the obb downloading issue.
                    Facebook and Twitter exposed in blueprints allows us to generate word of mouth... which in turn generates more revenue.

                    If you look in released projects. I released 4 games for mobile. 2 of which cannot be published on google play because obb downloading is not working.
                    Currently i have another 8 mobile titles in development.

                    And its a bit stressing not knowing if i will be able to publish due to the mentioned problems.
                    Last edited by C-Arch; 03-23-2015, 05:02 AM.
                    http://celestialarch.com
                    Free UE4 things available. More coming

                    Comment


                      #11
                      I only want bug UE-9829 fixed for now; nothing else.
                      I can't move from 4.6.1 to 4.7 because of that bug...

                      And yeah, multiplatform engines are always like this, they have to prioritise the primary platform first; I believe (I may be very wrong) but I believe that most projects in development with UE4 are aiming PCs and Consoles still, very few are developing for Mobile because UE4 is having a hard time penetrating the Android/iOS developer communities. Thus they may be simply focusing where most UE4 projects are, I don't know.
                      | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

                      Comment


                        #12
                        OT: Whats the logic in making lil mobile games that hardly anyone will play?

                        Comment


                          #13
                          Not sure if trolling. But this should answer your question.

                          https://www.google.co.za/webhp?sourc...+vs+pc+revenue
                          http://celestialarch.com
                          Free UE4 things available. More coming

                          Comment


                            #14
                            +1 for this.
                            i too was under the impression 4.8 was aimed at mobile improvements and to hear that they are planning to make the rendering even heavier is not good news.
                            waiting since ue4 went public for workable android performance, compatibility and package size.

                            off topic:
                            Errvald is cool, he has bought, downloaded and played all of my games, unfortunately they wern't to his taste but i thank him anyway (unless he is just a troll?)
                            tegleg.co.uk - indie electronic music label
                            Android + HTML5 WIP Physics Game
                            PC Games - Android Apps

                            Comment


                              #15
                              Originally posted by Crocopede View Post
                              Not sure if trolling. But this should answer your question.

                              https://www.google.co.za/webhp?sourc...+vs+pc+revenue
                              Dishing out small, bad games in no time won't give any profit back. Don't we already have thousands of Unity games that have been uploaded on Google Play that just sit there?

                              Originally posted by tegleg View Post
                              off topic:
                              Errvald is cool, he has bought, downloaded and played all of my games, unfortunately they wern't to his taste but i thank him anyway (unless he is just a troll?)
                              I don't mind anyone's games, what bothered me is that you kept opening threads about how horrible UE4 is, then I looked at your games and was like 'what?' lol
                              Last edited by Errvald; 03-23-2015, 07:00 AM.

                              Comment

                              Working...
                              X