Author Topic: AGS engine Android port  (Read 189027 times)

Joseph DiPerla

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Re: AGS engine Android port
« Reply #200 on: 18 Apr 2012, 03:19 »
It would. But I would like to point out that Chris Jones and JJS are the true wonders of having AGS on these platforms.
Joseph DiPerla--- http://www.adventurestockpile.com
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DazJ

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Re: AGS engine Android port
« Reply #201 on: 18 Apr 2012, 08:30 »
Oh of course! I didn't mean any disrespect :)

JJS

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Re: AGS engine Android port
« Reply #202 on: 24 Apr 2012, 11:16 »
New daily.

- Added option to switch between relative and absolute positioning of the mouse cursor.
- Added option to enable holding down the left mouse button by performing a longclick (useful for dragging and verbcoin guis). The phone vibrates when the mode gets enabled. To deactivate it, tap the screen again.
- Added ingame menu from which you can press the F1-F12 keys.
- Changed invoking method of the onscreen keyboard to a longlick on the MENU button.
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Bòógieman

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Re: AGS engine Android port
« Reply #203 on: 26 Apr 2012, 13:13 »
works just fine!  :-*  :)
>>>> END OF LINE <<<<

Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
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Re: AGS engine Android port
« Reply #204 on: 27 Apr 2012, 19:41 »
Honestly... I think for a port thats handheld touch based, this is as good as it gets. Awesome job JJS.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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Shane 'ProgZmax' Stevens

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    • Shane 'ProgZmax' Stevens worked on a game that was nominated for an AGS Award!
      Shane 'ProgZmax' Stevens worked on a game that won an AGS Award!
Re: AGS engine Android port
« Reply #205 on: 01 May 2012, 05:13 »
Awesome work, buddy!  Now if you could find a way to allow user-defined buttons be displayed on screen (like nesdroid) it would be pretty much as user-friendly as it gets!

Edit:  Just wanted to add that now a couple of my games can be started since I have access to keys that weren't available before.  Adding ESCAPE to the list of custom keys would also be helpful though not mandatory since I'm in the process of retrofitting my games to be more android-friendly.

Thanks again for the new cursor functionality.
« Last Edit: 08 May 2012, 01:48 by ProgZmax »

jannar85

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Re: AGS engine Android port
« Reply #206 on: 08 May 2012, 23:07 »
Hey Chris! Thanks for the new touch-support. Works perfect.
But I tried to run Al Emmo, but I only get a dialog box saying
Quote
WARNING: Please run the setup program and check the 'use digital music pack' and use speech pack' options before playing. These files must be available for the game to run."

I've tried to look in the AGS Android settings, but I can't figure it out. Someone able to help?
Veteran, writer... with loads of unreleased games. Work in progress.

JJS

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Re: AGS engine Android port
« Reply #207 on: 09 May 2012, 18:05 »
I didn't include ESC because it is already implemented with a quick press on the "back" button. :wink: The exit dialog only opens on a longpress.

As for Al Emmo, are the files "audio.vox" and "speech.vox" correctly copied? I can reproduce the message if the files are missing. Apart from that, make sure that sound is enabled in the settings.
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jannar85

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Re: AGS engine Android port
« Reply #208 on: 10 May 2012, 12:37 »
Yes, they were. And they are in the same folder as the game.
Same problem with KQ-remakes with speech.

Sound is enabled in settings :P
Veteran, writer... with loads of unreleased games. Work in progress.

Nixxon

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Re: AGS engine Android port
« Reply #209 on: 14 May 2012, 01:00 »
This is amazing!

What would be the schematics behind bundling a game with the engine for commercial sale?

Please let us know!


Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
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Re: AGS engine Android port
« Reply #210 on: 14 May 2012, 01:06 »
Nixxon. You would have to build an APK File that would install both AGS and the game together. But thats not an easy task to do. I am trying to create something for the community so that you can all sell commercial games independantly in the Android Market. Of course, this tool will be available free of charge as well. Just give me some time to finish it up.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
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Re: AGS engine Android port
« Reply #211 on: 14 May 2012, 03:27 »
Nixxon. You would have to build an APK File that would install both AGS and the game together. But thats not an easy task to do. I am trying to create something for the community so that you can all sell commercial games independantly in the Android Market. Of course, this tool will be available free of charge as well. Just give me some time to finish it up.

God bless man, I know you can do it. moreover, you might want to consider about google expansion drive implementation on your tools for a game that has data package bigger than 50 MB. this way developer doesn't have to pay a lot of server cost. This could be very good news.

DazJ

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Re: AGS engine Android port
« Reply #212 on: 14 May 2012, 12:33 »
They'd still need to download the additional files from your server, surely?

Nixxon

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Re: AGS engine Android port
« Reply #213 on: 15 May 2012, 01:07 »
Nixxon. You would have to build an APK File that would install both AGS and the game together. But thats not an easy task to do. I am trying to create something for the community so that you can all sell commercial games independantly in the Android Market. Of course, this tool will be available free of charge as well. Just give me some time to finish it up.

That's absolutely unreal! I'd pay sums for that. Legend.

Now if only we could implement some more 'modern' resolutions/aspect ratios in the editor.

Eric

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Re: AGS engine Android port
« Reply #214 on: 15 May 2012, 02:02 »
Now if only we could implement some more 'modern' resolutions/aspect ratios in the editor.

I brought this up in another thread, and was pointed to this development branch. FYI!

Nixxon

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Re: AGS engine Android port
« Reply #215 on: 15 May 2012, 02:31 »
Now if only we could implement some more 'modern' resolutions/aspect ratios in the editor.

I brought this up in another thread, and was pointed to this development branch. FYI!
\

Nice! Let me know if you need a hand with the UI.

I did the graphics for Dospad (idos) among other things - http://toucharcade.com/2010/10/26/idos/ (screenies in there).


Joseph DiPerla

  • Joseph DiPerla, Adventure Game Creator Wannabe!
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Re: AGS engine Android port
« Reply #216 on: 15 May 2012, 03:42 »
How would you feel about a package that would download and install AGS and your specific game seperately? Would that help at all? Then it would be just a matter of editing a file inside the APK manually for everyone. APK's are actually zip files(Just rename them to zip and open it with an unpacker), but the content inside is encrypted. However, you can insert a text file that would specify specifics of your game(EG: Name and download location). Then the installer can actually install AGS and the game together.

JJS: If you want, I can probably write the code for you to put it into your port so that anyone can do this without me having to write a whole new app for it. The steps for the user would be something like this:

1) Rename AGS.apk to AGS.zip.
2)Open ags.zip and edit config.txt
3)Either upload the game to a website or pack it into the zip file
4)In config.txt, enter the location to where to download the game or give the name of the directory you just created with the game files.
5) Save Config.txt
6)Make sure config.txt was updated in the compressed file.
7)Rename ags.zip to ags.apk or whatever you want to call it as long as the extension is always .apk.
8)Upload to the Market and you are all set.

Would everyone be ok with a system like this? Or would they prefer some other way?
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

DazJ

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Re: AGS engine Android port
« Reply #217 on: 15 May 2012, 09:04 »
Joseph! A simple and unique idea. Wonderful. As long as it works then I've no problem whatsoever. The potential of this for indie commercial game developers is truly amazing.

JJS

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Re: AGS engine Android port
« Reply #218 on: 15 May 2012, 09:25 »
So the idea is that the engine checks the config.txt file and then either downloads the game files from a given URL or unpacks the game files from the APK on the first startup? That sounds like a good idea.

Some issues I can see though:
- Can two applications have the same namespace? Ideally game developers would want to change it from com.bigbluecup.android but this would break the native layer interface (I think, not quite sure about it).
- Game authors would want to change the name and icon. Icons are hashed and probably checked against the hash at installation (didn't test this though). The name is in the AndroidManifest.xml file which is also hashed and also not human-readable in the APK.
- Game settings, how should they be implemented. It is possible to invoke the current settings dialog from within the game but some options need a restart of the game. Code to handle that must be written.

The signing makes me think that game authors still would have to get the SDK and do modifications there (namespace, icon, name, building standalone engine without the launcher). But at least they could bundle their game data directly.
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Re: AGS engine Android port
« Reply #219 on: 15 May 2012, 21:42 »
Can anybody recommend a good onscreen keyboard to use? I have been trying to play Quest for glory 2 and when I get in to fights you have to use the number pad, this works fine, except that it takes up half the screen. what I would like to find is a keyboard that is semi transparent and only has a number pad. if anybody has any suggestions, I would love to hear them.

Thanks