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Author Topic: AGS engine Android port  (Read 156320 times)

Calin Leafshade

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Re: AGS engine Android port
« Reply #40 on: 04 Nov 2011, 22:08 »
well.. the mouse 'works' but its essentially impossible to accurately control.

Dualnames

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Re: AGS engine Android port
« Reply #41 on: 04 Nov 2011, 23:10 »
What Calin, said. I also confirm that it works now.
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icey games

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Re: AGS engine Android port
« Reply #42 on: 05 Nov 2011, 01:25 »
I keep getting that error.

Script link failed: Runtime error: unresolved import 'Menu'

Calin Leafshade

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Re: AGS engine Android port
« Reply #43 on: 05 Nov 2011, 01:32 »
Ok well I managed to play through Eternally Us from start to finish without any problems but right clicking takes *many* attempts to get right.

I have a feeling the draw order/z-buffer might be a little screwed up tho. Objects are drawing on top of the debug text which i think is an overlay internally.


Re: AGS engine Android port
« Reply #44 on: 05 Nov 2011, 02:15 »
It works almost perfectly now! =D

I ran BEACON at a flat 40fps on gingerbread 2.3, tho tere is no soud at all =(.
The mouse moves about 2x faster than my finger, I wish, if it is possible, that the mouse snaps to wherever I touch, ie. so I don't need to move the cursor. I'm not sure about the control scheme(left/right click), maybe you could make it adjustable later on. While on the point, maybe add a virtual mouse mover to adjust the pointer precisely for those nasty pixel hunts.

Anyway, I like it very much!

R4L

  • You need me Rick...
Re: AGS engine Android port
« Reply #45 on: 05 Nov 2011, 03:06 »
Ha! Awesome stuff now! Playing Ben Jordan 2 and 3 at a solid 40 FPS. Well, I had to set my governor to performance and clock at 768 MHz, but it's smooth, and the mouse is great.

Good work so far!

Re: AGS engine Android port
« Reply #46 on: 05 Nov 2011, 15:07 »
JJS: The mouse pointer movement is fixed for me in the newest build and seems to follow my finger quite well. On my Galaxy S, the pointer doesn't move at twice the speed, as others have experienced.

Also, I have sent you a PM with the Al Emmo v3.0 (AGS 3.21) download link for testing hi-res related issues. In my PM I've posted examples of how to recreate several of the issues I mentioned earlier in the thread.

Re: AGS engine Android port
« Reply #47 on: 05 Nov 2011, 18:16 »
Test AGS_2.apk-Robo-Quest

« Last Edit: 05 Nov 2011, 18:19 by salewa »
added 7 years

Bòógieman

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Re: AGS engine Android port
« Reply #48 on: 05 Nov 2011, 21:01 »
first of all, I love your App!  :-*

here is my feedback for AGS_3.apk:

the mouse control works fine now, but it is hard to point at smaller hotspots  :-\
and the cursor moves further or shorter as my finger moves on the screen depending on the position of my finger

how is it supposed to perform a right-click?
is it normal to get a right-click (or ESC) by fast clicking with two fingers on different positions in turns?
I put two fingers on the screen and click like "finger 1, finger 2, finger 1, finger 2" and then the current running cut-scene using eSkipESCOrRightButton gets skipped  :D

I had also problems with the Z-order at one single test game of mine
the LucasArts-GUI and inventory were invisible but clickable
I think they got covered by a big black non-clickable rectangle GUI object that should normally be behind them

animations using views with multiple loops and many sounds seem to bring the FPS down on my Samsung Galaxy Ace

there are also some sounds that make ugly random noises when played
maybe it is just my phone, but I am not sure  :-\

and the game completely ignores the volume-settings of my phone and always uses max. volume
>>>> END OF LINE <<<<

Re: AGS engine Android port
« Reply #49 on: 06 Nov 2011, 13:10 »
Pocket Quest - Android port
Do not display properly color; Do not switch the cursor and do not take things


R`n`B Quest - Android port.mpg


The City Adventure - Android port.mpg
added 7 years

mjomble

  • AKA Justas
Re: AGS engine Android port
« Reply #50 on: 06 Nov 2011, 17:34 »
Just tested on an HTC Desire Z with Android 2.3.3.
Mouse cursor didn't appear at all, tried tapping and dragging but no effect on any hotspots. And after a short while it just crashed every time I tried - sometimes sooner, sometimes later, without an obvious trigger.

But apart from that, having the title screen appear at all was epic :D
And the music worked.
Looking forward to the next updates.
You should play Vohaul Strikes Back and Incinerations (they both happen to be fan made Space Quest sequels made with AGS).
And then tell everybody on the planet about them. And off the planet.

R4L

  • You need me Rick...
Re: AGS engine Android port
« Reply #51 on: 07 Nov 2011, 01:17 »
Confirming that 5 Days, 7 Days, Trilby's Notes (Although parser doesn't work due to having no physical keyboard), 6 Days works awesomely.

Re: AGS engine Android port
« Reply #52 on: 07 Nov 2011, 04:41 »
OH MY GOOOOD. JJS,
Thank you so much for making AGS to be able to run in Android.
Confirming that this is working on my LG P990 smoothly.

This is like a dream come true man. I wet my pants off as I write this  ;D.

Well, still need improvement regarding controls and playback of ogg movie though.

especially regarding how to optimize right click function and tapping.

I really hope you doesn't give up on this android port project friend.

Will get back to you guys if I found any bugs.

Thanks a lot. I really mean it.  :) ;) :D ;D

« Last Edit: 07 Nov 2011, 04:43 by uswin »

Intense Degree

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Re: AGS engine Android port
« Reply #53 on: 07 Nov 2011, 20:59 »
This really is brilliant! ;D

Certainly it may need more work re controlls etc. but seeing AGS games on my phone is FANTASTIC!

Keep going man!

Joseph DiPerla

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Re: AGS engine Android port
« Reply #54 on: 08 Nov 2011, 03:59 »
Tried it on my Asus Transformer and Evo 4G. Works. But same issues as above.
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monkey0506

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Re: AGS engine Android port
« Reply #55 on: 08 Nov 2011, 13:17 »
I have a feeling the draw order/z-buffer might be a little screwed up tho. Objects are drawing on top of the debug text which i think is an overlay internally.

Nope. The Debug function RawDraws the FPS to the background, so EVERYTHING will show on-top of it (except the room background).

Also, my games run slowly but it might just be the fact that my phone only has like 100 MB of RAM*. 8)

*Well, at least what's not used up by Android.
« Last Edit: 08 Nov 2011, 16:37 by monkey_05_06 »
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monkey0506

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Re: AGS engine Android port
« Reply #56 on: 08 Nov 2011, 21:17 »
In my experience, possibly device-specific, putting the games in /sdcard/ags/ didn't work. I had to put them in /storage/ags/ where /storage/ is my phone's memory root. If you don't have access to the phone memory then the SD card is probably the right place, but otherwise check both. ;)

Just a friendly tip from a situation that was driving me insane. :=
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JJS

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Re: AGS engine Android port
« Reply #57 on: 08 Nov 2011, 21:27 »
Unfortunately you cannot simply tell Android to return you the sdcard mount point. The path the system returns on calling getExternalStorageDirectory() is only the "primary" mass storage device, whatever the device thinks that is.
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Joseph DiPerla

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Re: AGS engine Android port
« Reply #58 on: 08 Nov 2011, 23:04 »
Hey JJS: I am new to Android Development and Java, but can you try the following changes and see if these do what they are supposed to do:


For File: http://gitorious.org/~jjs/ags/ags-for-psp/blobs/psp/Android/app/src/com/bigbluecup/android/AgsEngine.java

Lines 192 and 193 change to :
glue.mouseMoveX = (short) (ev.getX() * 5);
glue.mouseMoveY = (short) (ev.getY() * 5);
/// That was to change the cursor being in the wrong spot.

////These next code changes are so that a left click is one tap and a right click is holding two buttons on the screen instead of one.

After line 199:

Case MotionEvent.Action_Pointer_Down:
{
Glue.mouseClick = 2;
}

Replace line 111 with:

public boolean dispatchTouchEvent(View V, MotionEvent ev)

Replace lines 135 to 147 with:

case MotionEvent.ACTION_DOWN:
        switch(v.getId())
        {
long down_time = ev.getEventTime() - ev.getDownTime();

             case R.id.btn1:
if (down_time < 150)
{
               glue.clickMouse(EngineGlue.MOUSE_CLICK_LEFT);
                break;
}
             case R.id.btn2:
if (down_time < 150)
{
               glue.clickMouse(EngineGlue.MOUSE_CLICK_RIGHT);
                break;
}

        case MotionEvent.ACTION_POINTER_DOWN:
        switch(v.getId())
         {
            case R.id.btn1: if (down_time < 150)
{
               glue.clickMouse(EngineGlue.MOUSE_CLICK_LEFT);
                break;
}

            case R.id.btn2:
if (down_time < 150)
{
               glue.clickMouse(EngineGlue.MOUSE_CLICK_LEFT);
                break;
}

-------------------------------

Also, perhaps create a menu option to show the Keyboard by using something somewhat like this:

((InputMethodManager) getSystemService(Context.INPUT_METHOD_SERVICE)) 
.showSoftInput(editText, 0);

-------------------------------

Hope this works for you.
Joseph DiPerla--- http://www.adventurestockpile.com
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Dualnames

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Re: AGS engine Android port
« Reply #59 on: 09 Nov 2011, 12:43 »
Unfortunately you cannot simply tell Android to return you the sdcard mount point. The path the system returns on calling getExternalStorageDirectory() is only the "primary" mass storage device, whatever the device thinks that is.

It would be nice when you update the port, that you list the changes. Or say that a new version is up. I am kinda nitpicking here, so well, but I had to say it, that's all.
No more military army stuff. I'm alive and back.