RPG maker on tablets (yes impossible)

It’s a stupid question I know. but in my case I’m gonna be away from my workplace for long and the only device I can continue my work on is my ipad. is there a way to continue my project using it ? I really wish for a portable version of rpgmaker mz even though it’s impossible :broken_heart: . the only solution I can think of is to keep drawing the assets but it’s hard without testing it in rpgmaker

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Hmmm I mean, the one way that I can think of, is if you made a web deploy version, found a way to run it from your iPad. I don’t have any Apple product but maybe there’s some sort of local server instance or something to run web locally.

That still doesn’t let you open the proper editor, but then you could also experiment with changing the datafiles by hand, since most are JSON files. Should at the very least let you work and test your graphical assets.

The other thing would be just to do as much as you can for graphics, and worry about testing them in engine later.

Maybe someone else has a better solution haha, hope you can find a solution you’re happy with.

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I tend to use a laptop, that is by itself portable. Quite convenient. But yeah, I do wish I could run rpg maker on android.

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This response may not exactly solve your issue. But it may get you thinking on ways you can perhaps solve it yourself. :eyes:

I had a similar issue & was able to resolve it. Though, it was for being able to use MV on an android device. Unlike your case, which is being able to use MZ on an Apple device.

What I basically did: On Android, there is an emulator called ‘Joiplay’ that allows anyone to run Desktop/PC RPG Maker games on phone.
I basically used that to run my MV game on phone.

Once my game ran on the phone, I used AI to create a simple plugin that is basically a Visual Novel game creation tool inside my MV game.

  1. The plugin opens a Visual Novel game into a new scene (kinda like the menu or a battle) via running a plugin command.
  2. And all the content inside this game (which is just picture & text), is taken from and can be edited through a separate text/json file.

So on the phone it looks like this:

Starting with opening the JoiPlay emulator app:



To running the plugin command inside my MV game and opening the Visual Novel game as a scene:



And then editing the content of this game via a simple text file:



So through this, I am able to make simple Visual Novel games on my phone; being able to choose what pictures display, and what dialogues display over them. And once I finish working on this game, I can either release it directly (just zipping & sharing the game files from my phone). Or, I can put put the text-json file inside my main MV project, and launch this visual novel game by running a plugin command from inside my MV game.

Note: This isn’t editing an MV project. It’s creating new content, new files, that can be added to an existing project. Or released on its own.


After successfully being able to make visual novels on phone [successfully as in… being able to develop them on phone. Not that I got success & fame from making them… (T_T)] . I then went onto make an Adventure (RPGM-like) game engine as a plugin, that launches via a plugin command inside my MV game.



I also then made visual editors for these game engines, so I can edit them through the controller (for the most part), without having to go edit the text files directly.



I also then used AI to create a map editor as a plugin as well:



And then I made a plugin for creating Title-Screens, then I made a plugin for creating 2D Platformer games, then I made a plugin to create Point & Click games.

Now I’m working on making a Desktop Operating sys-

Ahem…

The point being, utilizing ‘scenes’ via plugins & leveraging the help of AI (if you can’t code yourself). We can create whole softwares & game engines inside our MV/MZ game. That can help us either edit our games, or create more content for them.
And then whichever device you are able to run the game (with its files exposed & not compressed, like with JoiPlay emulator) then you can work on them to continue developing your MZ project.

Before taking the route I explained above. I tried using apps that allow running windows on android devices. Once you run Windows, you can then run Windows applications like RPG Maker on it.

While I was able to succeed to some extent, in installing RPG Maker MV & opening an MV project through such an app. It would stop working & launching after a while. (My phone is old & not as powerful, and runs a very old & out-dated android version, so… I chalked it up to that.)

As I understand, Ipad is quite a powerful device? Perhaps there might an application around that can run windows on it… somehow? XD Or the Desktop Mac softwares? Allowing you to then install MZ on it, and open MZ projects.

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Limited to mapping, but this app works quite well.

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this is very informative! I’m impressed it’s possible to run it on phone ( I do have old android phone and might try it out).
I was surprised when you started to explain VN tutorial here because I was thinking of making one O_O

I’m not expert enough to understand about the plugins but it looks like to me using this plugin would make the game less likely to take long to load since my game already takes long to load even though there a few plugins in my project.

they say there’s an app (not free) can shadow windows on ipad but it feels fake to me ( I really hope for a real review about it ).
The ipad is a powerful device I believe until it disappoint you with coding abilities ( I used xogot an ios version of Godot and it kept crashing on making simple platform game)

thank you for sharing a solution! I hope a lot read your reply since it might help a lot of users besides me :+1:

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yessss I used that before working on my game it’s useful :sparkles:

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this is might be great idea. I feel like a traitor working on windows and expect it to work on ios :sweat_smile:
my game doesn’t run on browser due to game size I believe it’s 400mb or something. (I might look for a way to try it on browser)
(as for messing around with the deployed web version version I do not recommend that in my experience I tried to delete unwanted files and it ended not running at all) I also used the (Exclude Unused Files) and it ended removing an entire plugin and used assests :rofl: (changing files might work fine I think)
BUT thinking about it now I never thought of actually trying my game or think of porting my game to the ipad ( do I hate work this much?)