Author Topic: AGS engine Android port  (Read 183011 times)

Re: AGS engine Android port
« Reply #80 on: 03 Jan 2012, 05:51 »
Max resolution on the Galaxy Nexus is 1280x720.  That is of course a widescreen aspect, so the AGS window is a bit smaller.  VSB runs fine at 800x600.
« Last Edit: 03 Jan 2012, 06:01 by pcj »
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Re: AGS engine Android port
« Reply #81 on: 03 Jan 2012, 07:52 »
I almost had the Samsung Galaxy confused with the Galaxy Nexus. In contrast, the Samsung Tablet could effectively run our games at 4x 320x200 under a native 1280x800 resolution.
We could get 3x (960x600) running with black padding on the Nexus though, right?

Cheers!

Re: AGS engine Android port
« Reply #82 on: 03 Jan 2012, 13:02 »
Probably, I could check it out if needed, but I don't have any 320x200 games in mind...
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Re: AGS engine Android port
« Reply #83 on: 03 Jan 2012, 13:21 »
Just checked, and SQ2VGA runs great at 960x600.
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Re: AGS engine Android port
« Reply #84 on: 05 Jan 2012, 20:04 »
Hey JJS, any chance that we can get an updated build of whats on Gitorious since I still cant seem to build using c++?
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Re: AGS engine Android port
« Reply #85 on: 05 Jan 2012, 20:52 »
You can find the current Android build here: http://jjs.at/daily/

I also have a bugtracker now: http://jjs.at/tracker/

Actually I thought that I could iron out a few more issues before going sort of public, but I cannot sit on this forever ;).

At this point, I'd also like to thank AGD2 for his support!
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Re: AGS engine Android port
« Reply #86 on: 06 Jan 2012, 09:48 »
Hi JJS, thanks for the newest update for AGS android port

Just want to report though

Using the apk from AGS_2011-12-29_15-16-10.apk - AGS_2012-01-05_21-40-39.apk, the game will quickly crash as soon as it is launched. I have tried this on LGP990 and Sony Ericsson Neo V.

This issue doesn't occur in all previous apk before AGS_2011-12-29_15-16-10.apk.

Please see the following crash logs and video

Crash log :
http://www.hostfile.nl/files/m7gtl816ba/1434/device.txt
http://www.hostfile.nl/files/m15e7f902r/1435/logcat.txt

Crash Video :
http://www.hostfile.nl/movies/9jtacq83yq/124/NeoV_Crash_while_launching.avi

You might want to check this issue out.

Thanks a lot.
uswin
« Last Edit: 06 Jan 2012, 10:07 by uswin »

Re: AGS engine Android port
« Reply #87 on: 11 Jan 2012, 00:17 »
Would an iOS port in the future be possible?

Re: AGS engine Android port
« Reply #88 on: 16 Jan 2012, 18:16 »
-->  Games must be placed on the SD card root in the "ags" directory.

Can the path to the ags directory be made configurable?  With Android 3 and up, the external SD card is located on a different path (sometimes sdcard2, othertimes ex_sdcard), and it would be nice to store the games on the external SD card.

Re: AGS engine Android port
« Reply #89 on: 16 Jan 2012, 19:11 »
Finally tested this with my new Galaxy Nexus yesterday - awesome!!! It is sooo cool to have your own game run on such a device. And to be able to run others as well of course!! AgsVM, yay!

I tested my game a bit and it worked just fine. Did a couple of interactions, save, load, music was playing. Great!

There is just one thing: The right click rarely ever works for me (like 1 time out of 10) and it makes me feel like an idiot. Is there any reason why you opted not to use the ScummVM style of recreating right-click? Touching the screen while you already have one finger on the screen. I tried a few games in ScummVM and I LOVE the controls. It's sooo intuitive once you know what to do. It'd be great to have this in the ags port too.

Oh and also: Is there a way to enforce (or at least pre-configure) landscape mode? I usually disable the automatic tilting of the screen because I like to lie in bed and read sideways (am I weird???). But the auto-adjusting is the only way to "enter" landscape mode as it remains in portrait otherwise. I don't think you'd ever want to not go landscape.

Anyways, thanks a ton for your work on this! I really believe that this can take the engine to the next level.
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Re: AGS engine Android port
« Reply #90 on: 16 Jan 2012, 19:28 »
JJS has done an excellent job at implementing a lot of new things in the Android port. It has improved greatly since the first versions he posted. If you check the bug tracker at http://jjs.at/tracker/ you can see some of the issues that have been changed and fixed since (things like ARM support for Theora video playback, render-to-texture, and OpenGL driver support).

To lock the rotation of the screen orientation, you can long-touch on the game's title from the menu. That'll allow you to open a preferences menu for the game in question (which will store an individual android.cfg in that game's folder). There's an option in that menu allowing you to lock the screen orientation to either vertical or horizontal (as well as a bunch of other options).

Re: AGS engine Android port
« Reply #91 on: 16 Jan 2012, 21:08 »
Aah, I see! Thanks a bunch for the info, AGD2! That's perfect! I had no idea about the configuration panel.
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Re: AGS engine Android port
« Reply #92 on: 17 Jan 2012, 17:53 »
New daily available: http://jjs.at/daily

It features ScummVM-style right clicking (hold down one finger and tap with the another). The reason I hadn't implemented this before is that I was on Android 1.6 when I started the port. That version does neither support ScummVM nor multitouch ;).
« Last Edit: 17 Jan 2012, 18:11 by JJS »
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Re: AGS engine Android port
« Reply #93 on: 17 Jan 2012, 19:22 »
Thanks, JJS!

Just tried the new version and it's wonderful! This right-click fix makes controlling really comfortable.

I noticed that in ScummVM the cursor moves "faster" than the finger, i.e. the distance the cursor moves is something like 1.3x the distance the finger moves on the screen. This makes it easier to move the cursor across the screen because you don't have to move the same distance. What do you think about this feature?

In my game I make heavy use of Escape-only cutscenes not skippable with a mere left-click/touch. I don't know bout others but would having the "back" button work as Escape not be a better idea than the current "exit" option?

Will you make this available on the android store? I believe that would be huge in promoting AGS to the world, making it even more attractive to both players as well as developers.
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Re: AGS engine Android port
« Reply #94 on: 17 Jan 2012, 19:36 »
I thought about adding a "skip cutscene" button to the exit menu if a cutscene is currently playing.

It would also be possible to have the exit menu only appear if the button is held for, say, 2 seconds. Otherwise it would act as the ESC key.


Does the ScummVM behaviour not make it difficult to pixel hunt? I actually cannot really comment on this because ScummVM runs poorly on my HTC Dream. The mouse is very hard to control and jumps around a lot because the CPU is not very fast and seems to get pegged by the input events.


Regarding the Android store: I surely would make this available once it stabilizes a bit more. But I would only want to do this if it is alright with CJ and the people here. Especially the usage of the namespace com.bigbluecup.android should be discussed. I think it is appropriate and good for future updates but it might make it look too "official"? I would like to hear opinions on that.
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Re: AGS engine Android port
« Reply #95 on: 17 Jan 2012, 20:08 »
This is REALLY coming along.  The cursor trails a fair distance away from my stylus, and the cursor still doesn't go to where you click on the screen automatically (like scummvm) but other than that I think it's really coming along  (basically having the onscreen cursor to go to the x/y of wherever the stylus press is detected would fix this).  Some kind of on-screen transparent button arrangement for supporting the right and middle mouse without using gestures would be welcome as well.  I think once you take care of usability issues like these and allow custom locations for the games (sdcard, usb) it will put android ags on par with how scummvm works!

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Re: AGS engine Android port
« Reply #96 on: 17 Jan 2012, 20:39 »
Testing on a Thunderbolt. 8-bit games show the loading icon for a moment and then just a black screen. You can quit or show the keyboard, but the game never appears.
I tried loading the LucasArts-verb template demo, which worked, but once I changed its graphic mode to 8-bit it failed as above. I haven't tried any older games, just builds from 3.2.1.

Re: AGS engine Android port
« Reply #97 on: 17 Jan 2012, 22:25 »
"It would also be possible to have the exit menu only appear if the button is held for, say, 2 seconds. Otherwise it would act as the ESC key."

That sounds perfect to me. A custom exit function is very useful in general (especially since alt + X is not doable anymore) so it'd be great to keep this feature. Also, you never know how people implement their menus - I can imagine the main menu popping up on ESC or having other useful functions on the ESC key as it's just a very common key. So maintaining (ie. supporting) that one key would be very useful indeed.

Would it be possible to create some kind of wrapper tool to have developers convert their AGS games to *.apk and to ensure the correct configuration for their game? I guess we should ship the game with a pre-defined android.cfg file... How about a plugin to enable the players to configure the android.cfg in-game?
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Re: AGS engine Android port
« Reply #98 on: 17 Jan 2012, 22:39 »
JJS, any chance you can create a customized editor that would compile a game into an APK with the AGS engine?

Or possibly a way to create an APK with a config file that indicates where a game can be downloaded from sort of how some EA games do it. This way we can all submit our games to the marketplace, even commercial ones.
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Re: AGS engine Android port
« Reply #99 on: 18 Jan 2012, 08:08 »
How about a plugin to enable the players to configure the android.cfg in-game?
You know what? This is genius. I had thought a bit about how to make Android specific commands available to the game author without fiddling with the editor and breaking things and this never occurred to me for some reason. But it is perfect for e.g. selecting between a "touch mode" without a cursor and the way it is now.

As for custom APKs, I am not sure how this has to be done at the moment. Ideally you would be able to pack every game file into the APK and it would then be installed into the default application directory indicated by the namespace instead of /sdcard/ags/. Building the APK would require the Android SDK though I guess.

[edit: I forgot that you have to sign the APK too, d'oh. So obviously you will want your own key and such.]

I have to disclose here that I am not an Android god in that this is my first Android app and I have never published anything on the market. So if anyone has experience there, I am listening  ;).


Uswin, I tried to reproduce the crash and I can't unfortunately. I tried it on a HTC Desire S where everything ran smoothly. I will send you a version that logs more debug output if that is ok for you?


Trapezoid, I will check that template out.
« Last Edit: 18 Jan 2012, 08:28 by JJS »
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