Author Topic: AGS engine Android port  (Read 31547 times)  Share 

DazJ

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Re: AGS engine Android port
« Reply #220 on: 16 May 2012, 15:52 »
Running my 1280x720 game I receive the following error as soon as I try to run it:

"The background scene for this room is smaller than the game resolution. If you have recently changed the game resolution, you will need to re-import the background for this room."

ALL backgrounds are 1280x720 and I even double-checked and re-imported them all so I've no idea why I'm receiving this error? I also tried starting the game in different rooms but still receive the same error.


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JJS

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Re: AGS engine Android port
« Reply #221 on: 16 May 2012, 17:05 »
1280x720? Is the game created with the regular AGS 3.2.1 or with a modified version? Because I don't think the standard engine can handle that resolution.
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DazJ

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Re: AGS engine Android port
« Reply #222 on: 16 May 2012, 17:46 »
It's the modified engine so I guess that's the reason why?


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JJS

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Re: AGS engine Android port
« Reply #223 on: 16 May 2012, 18:17 »
Yes, that is the reason. The ports are built on top of AGS 3.2.1 with no enhancements from any of the development branches.
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DazJ

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Re: AGS engine Android port
« Reply #224 on: 17 May 2012, 00:00 »
No problem, thanks for letting me know. Is it something you are considering implementing?


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jannar85

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Re: AGS engine Android port
« Reply #225 on: 10 Jun 2012, 13:07 »
Still problems with voice and music packs in Kings Quest X and Al Emmo...:/ Both are in the same folder..
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Haggis

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Re: AGS engine Android port
« Reply #226 on: 10 Jun 2012, 18:10 »
This is superb, great feeling seeing your own game running on your phone!

Just a question regarding verbcoin interfaces -
My game uses the verbcoin template created a while back by Electroshokker. I've enabled the long leftclick option so it should consider a long tap as a held left mouse button however the verb coin interface does not display. Anyone else have this issue and any known ways to resolve it. Everything else is working incredibly well.

Should add - I've played through Monkey Island 3 on this phone which implements the double tap and hold verb coin interface. Phone is a Samsung Galaxy S2.

Appreciate any help and looking forward to seeing this app develop!
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JJS

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Re: AGS engine Android port
« Reply #227 on: 10 Jun 2012, 18:32 »
I have another report from AGD2 about non-functional longclicking here: http://jjs.at/tracker/view.php?id=66

A common point I see between your issues is that you both use Samsung Galaxy devices. Up to now I have no real lead and it works on my HTC Desire so I cannot reproduce the issue. I could imagine that it is either related to me enabling the longlicking after setting the handler or that the amount of movement I allow while the finger is down is too low for those devices (< 4 pixel in x and y direction). I will have to do some test versions to narrow that down.
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Frito Master

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Re: AGS engine Android port
« Reply #228 on: 10 Jun 2012, 19:08 »
I got a galaxy s 1 I can test on, Its running custom ics though.
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Haggis

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Re: AGS engine Android port
« Reply #229 on: 10 Jun 2012, 19:30 »
Same here - can test on my Galaxy S2 if needed (also upgraded to ICS).

I PM'd you some extra details but may as well post here too:
I read earlier in this thread that when you enable the longleftclick functionality the phone will vibrate. Mine did not vibrate (the long click functionality was turned off by default).
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Frito Master

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Re: AGS engine Android port
« Reply #230 on: 10 Jun 2012, 21:47 »
My vibrated.

Also if I put to fingers down my right click on hold menu flashes on and then off.
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JJS

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Re: AGS engine Android port
« Reply #231 on: 11 Jun 2012, 14:05 »
The longclick issue should be fixed in the newest daily build. Special thanks to Haggis for testing and also thanks to Frito Master for the testing offer.
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JJS

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Re: AGS engine Android port
« Reply #232 on: 21 Jun 2012, 21:06 »
I have now split the engine from the launcher app. This means that the frontend can be more easily switched to a custom one for releasing a game on the market.

The engine part is now in /Android/library, the standard launcher in /Android/launcher_list. The engine is included into launcher project as a library through the "project.properties" file. I will later include a more basic example for a simple single-game launcher.

For a market release there is still the problem that the game files must somehow be placed on the memory card. Either through downloading them from the net in the launcher or by bundling them in the APK and unpacking them on first start. The engine cannot read the game files directly from the APK.
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Shane 'ProgZmax' Stevens

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Re: AGS engine Android port
« Reply #233 on: 25 Jun 2012, 16:21 »
Isn't the .apk format basically just a renamed .zip?  Surely you could design the frontend to extract the contents temporarily to a folder (ram being the first choice), run the game, then clear the folder when the game is closed (just keep save games elsewhere)?
« Last Edit: 25 Jun 2012, 16:23 by ProgZmax »

voh

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Re: AGS engine Android port
« Reply #234 on: 29 Jun 2012, 23:12 »
There's a lot of pages here, and I'm in a hurry, so I'll just ask this, risking a repeat: Can you add Escape to the keys menu? I'd like to be able to skip cutscenes :)

Anyway, HTC Desire Z, runs Resonance and the Ben Jordans fine :)

JJS

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Re: AGS engine Android port
« Reply #235 on: 30 Jun 2012, 13:26 »
The "back" hardware button acts as the ESC key.
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Re: AGS engine Android port
« Reply #236 on: 05 Jul 2012, 12:10 »
Just wanted to extend some heavy thanks for the all the work that has gone into getting the Android AGS app where it is.

I tried it recently on my Xoom tablet and Xperia S phone and it works flawlessly.

Now to enjoy some great games on the go.

Blackthorne

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Re: AGS engine Android port
« Reply #237 on: 15 Jul 2012, 15:07 »
I'm very interested in this, and I think a lot of others will be, with the coming of OUYA ( http://www.kickstarter.com/projects/ouya/ouya-a-new-kind-of-video-game-console )  Being able to make our games for a console would be pretty interesting. 

Bt
 
« Last Edit: 15 Jul 2012, 15:18 by Blackthorne »
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Frito Master

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Re: AGS engine Android port
« Reply #238 on: 17 Jul 2012, 07:59 »
I forgot about that, Yes that would be very awesome :D!
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Isn't the .apk format basically just a renamed .zip?

Yes or It was last time I checked which was like ginger bread.
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Joseph DiPerla

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Re: AGS engine Android port
« Reply #239 on: 17 Jul 2012, 15:13 »
I forgot about that, Yes that would be very awesome :D!
Quote
Isn't the .apk format basically just a renamed .zip?

Yes or It was last time I checked which was like ginger bread.

The problem with the APK files is that once the Android SDL builds the APK, even though you can open it with a zip tool, the files inside are encrypted. Atleast the XML files and Java files are.
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