Replies: 9 comments 2 replies
-
This is likely feasible from a technical standpoint, but the UI isn't designed to be used on a small screen. It will also likely drain the device's battery until Godot's low-processor mode is implemented on mobile platforms. |
Beta Was this translation helpful? Give feedback.
-
Screen is not small if it's a tablet. |
Beta Was this translation helpful? Give feedback.
-
@axredneck In this case, it still has to be designed to be used with a touchscreen rather than a keyboard and mouse 🙂 This implies the need for larger buttons, among other things. |
Beta Was this translation helpful? Give feedback.
-
I actually did some Android experiments yesterday. The UI is indeed very small, but I think this can be fixed. Not sure how but we would eventually figure it out. The real issue is the FileDialog nodes. No matter how much I've tried, I can't open and/or save files in Android. |
Beta Was this translation helpful? Give feedback.
-
And it need to support a stylus (stick) for Samsung Galaxy Nodes 🤣 |
Beta Was this translation helpful? Give feedback.
-
@OverloadedOrama does it have a permission to save files? |
Beta Was this translation helpful? Give feedback.
-
It's been a while since I last tested it, but last time I checked I did give permission to save and load files. I think they're the "Read External Storage" and "Write External Storage" permissions found in Godot's Android export settings. |
Beta Was this translation helpful? Give feedback.
-
Just note that all chromebooks now work with android apps, and you can publish in a way like krita's highly adored android port, that only allows it to work on those devices. |
Beta Was this translation helpful? Give feedback.
-
You can simply run Pixelorama from browser via the itch.io |
Beta Was this translation helpful? Give feedback.
-
Is it possible to port Pixelorama to Android?
Beta Was this translation helpful? Give feedback.
All reactions