Author Topic: AGS engine Android port  (Read 179380 times)

JJS

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Re: AGS engine Android port
« Reply #160 on: 20 Feb 2012, 11:54 »
Is there a way to load games compiled to single exe?
Not sure if I understand this correctly. Do you mean if it is possible to bundle the game data with the Android application? If so, then no. At least not at the moment because it would require a rewrite of the file handling functions in the engine. Everything would have to go through the Android resource management functions.

If you mean loading of AGS games that have everything bundled into one executable, then yes. This should be perfectly possible.
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Joseph DiPerla

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Re: AGS engine Android port
« Reply #161 on: 20 Feb 2012, 12:30 »
Yes, the latter. Lol Sorry for the confusion. I have downloaded several games all compiled into EXE's and the engine would not detect them in the folder. Is there something I am doing wrong or has it just not been implemented yet?
Joseph DiPerla--- http://www.adventurestockpile.com
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JJS

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Re: AGS engine Android port
« Reply #162 on: 20 Feb 2012, 12:33 »
Even if it is a single exe, each game still has to be in a subfolder of the /ags directory (e.g. "/ags/my_game/my_game.exe"). Apart from that the only problem could be a too old engine version (< 2.60) of the game. Only compatible games are shown in the list.
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icey games

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Re: AGS engine Android port
« Reply #163 on: 20 Feb 2012, 12:56 »
Hey jobs would it be possible for the Agsirc plug in to work on the android? Cause i tried playing pub master quest legends on it and it crashed before it even started given me a error message.

JJS

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Re: AGS engine Android port
« Reply #164 on: 20 Feb 2012, 15:09 »
No idea who that jobs fellow is :P, but: If the source code to that plugin was available I am pretty confident that it could be ported. BSD sockets make for fairly portable code.
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Joseph DiPerla

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Re: AGS engine Android port
« Reply #165 on: 20 Feb 2012, 19:19 »
Worked like a charm on my Evo 4G and my Asus Transformer and even better on my ASUS Transformer Prime! Awesome Job JJS! By the way, I have a development account payed for with Android if you want to ever publish it. Right now I am working on an app that will allow users to download games into the AGS Folder for easy set up of games.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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JJS

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Re: AGS engine Android port
« Reply #166 on: 20 Feb 2012, 20:10 »
You know, something like Nexus/Nimbus for Android would be the bomb. Nice.
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Joseph DiPerla

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Re: AGS engine Android port
« Reply #167 on: 22 Feb 2012, 02:50 »
I have an alpha version almost ready to be uploaded to the market.

Features of Version 0.1.0:
*Scroll through a list of games to choose from
*Ability to download the latest version of AGS for Android and install it.
*Featured Games page.
*Ability to download and install games automatically.
*Ability to run AGS from within the app.
*The Game page features a description, images, creators, team, etc.. and other features for each game.
*Has the ability to tell you if a game has already been downloaded from the market.

Roadmap (Not Guaranteed):
Version 0.1.1 will have:
*A hopefully nicer UI
*The ability to rate games and add comments.
*Sort by Genre feature - Hopefully.

Version 0.1.2:
*Ability to uninstall a game.
*Ability to search for a game.

Future:
*Stability fixes
*Even Nicer UI
*Ability to sell commercial games.
*Ability for users to upload their own games to the market.
*Have more games listed in the market.

I will probably release an early APK here tomorrow as well showing you what the main functions of the app are. I couldn't come up with a clever name for the app, so it is called "AGS Stream". If you have a better name for it, I will take that into consideration.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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JJS

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Re: AGS engine Android port
« Reply #168 on: 24 Feb 2012, 15:57 »
New daily. Fixes bugs in 2.xx games caused by errors in the dialog interpreter and the loop selection algorithm. Ben There, Dan That is now completable and so should be Lost in the Nightmare.
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Re: AGS engine Android port
« Reply #169 on: 24 Feb 2012, 18:02 »
New daily. Fixes bugs in 2.xx games caused by errors in the dialog interpreter and the loop selection algorithm. Ben There, Dan That is now completable and so should be Lost in the Nightmare.

Thanks a lot for fast update. Will try this ASAP and let you know if there is something.

Sorry i just managed to upload the LITN Deluxe version.
here it is
http://www.mediafire.com/?gm6zigizgz39wd8

I will post this in original thread also

JJS

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Re: AGS engine Android port
« Reply #170 on: 25 Feb 2012, 09:45 »
Another daily. This time support for 2.5x games is added. Also the 2.60 game No Action Jackson now loads. Turns out the way dialogs are stored is the same on 2.5x and 2.60. It probably only changed in 2.61.

What prevents the loading of even older files now is that the interaction format changed in 2.41 and I don't see definitions for the old format in the source. The definition and conversion code for the old character format and "game" struct is still there though.
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Shane 'ProgZmax' Stevens

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Re: AGS engine Android port
« Reply #171 on: 25 Feb 2012, 10:55 »
Any chance of working in an option for the cursor to go directly to wherever you touch the screen (essentially like scummvm)?  This is a far superior way of playing these games with touchscreen devices and really should be implemented even if as an option.  If not, I'll have to download the source and make it happen sooner or later.  Other than that, it could really use onscreen button overlays that can be programmed (nesdroid does this, for example) so you can have a visual right mouse button to press that the cursor position ignores.  :D
« Last Edit: 25 Feb 2012, 10:58 by ProgZmax »

Re: AGS engine Android port
« Reply #172 on: 25 Feb 2012, 13:45 »
Another daily. This time support for 2.5x games is added. Also the 2.60 game No Action Jackson now loads. Turns out the way dialogs are stored is the same on 2.5x and 2.60. It probably only changed in 2.61.

What prevents the loading of even older files now is that the interaction format changed in 2.41 and I don't see definitions for the old format in the source. The definition and conversion code for the old character format and "game" struct is still there though.

The older interactions don't use the stuff in acroom.h labelled/commented as things like "obsolete v2.00 action editor"? It seemed to match (sort of) the Interactions documentation of the 2.4 editor, but I didn't look any further than that yet.

Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
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Re: AGS engine Android port
« Reply #173 on: 25 Feb 2012, 14:28 »
Great job as always JJS.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

JJS

  • AGS Project Tracker Admins
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Re: AGS engine Android port
« Reply #174 on: 28 Feb 2012, 20:07 »
New daily.

- added option to stretch graphics to fullscreen while ignoring the aspect ratio
- added option to enable/disable writing debug output to logcat

I will eventually get around to implementing more control options. One thing I would like to add is positioning the mouse cursor at the finger position if you slide the finger onto the screen from outside the screen boundary. This would make bringing down the topbar in Sierra style adventures pretty convenient I think.
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JJS

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Re: AGS engine Android port
« Reply #175 on: 16 Mar 2012, 19:38 »
New daily.

- added option for selecting the folder in which games are searched
- added option to "continue" a game from the launcher (it automatically loads the latest save)
- fixes for 2.5x compatibility, Pleurghburg (first AGS game I had played, oh the memories!) now loads and speech box backgrounds should be fixed for good now
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Bòógieman

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Re: AGS engine Android port
« Reply #176 on: 17 Mar 2012, 12:07 »
some games use for example F5 to bring up the save menu (for example the Maniac Mansion Mania games)
but the on-screen keyboard does not support any F-keys. (at least my Samsung Galaxy Ace does not)
maybe you can add a way for mapping other keys instead  :-*
so if I press S on the on-screen keyboard, the game will receive F5

this would be great  :D
>>>> END OF LINE <<<<

icey games

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Re: AGS engine Android port
« Reply #177 on: 17 Mar 2012, 16:08 »
Or maybe away to press/hold F then followed by a number cause some games might use S to bring up Save menu.

Re: AGS engine Android port
« Reply #178 on: 23 Mar 2012, 12:42 »

- added option for selecting the folder in which games are searched


Thanks for adding this feature, works great!

jannar85

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Re: AGS engine Android port
« Reply #179 on: 27 Mar 2012, 22:07 »
Hey, Chris. Love the way AGS has become. Great work, great to see you still working on it!
One thing, though, I would like to ask.

Could you add touch controls to the engines next release? It's so much handy having that control method, instead of the dragging cursor around :)
Veteran, writer... with loads of unreleased games. Work in progress.