Author Topic: AGS engine Android port  (Read 189654 times)

Frito Master

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Re: AGS engine Android port
« Reply #240 on: 18 Jul 2012, 04:59 »
Yeah. The pictures and such are not.

There is a few tools out there that let you resign the apk.

I used to use it for modding someones graphics for there game without them sending me the source or me waiting for them to compile.
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Re: AGS engine Android port
« Reply #241 on: 20 Jul 2012, 19:30 »
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
 

Yes an OUYA port of AGS would be awesome!  I'm sure it could be just an extension of this Android port.

Re: AGS engine Android port
« Reply #242 on: 25 Jul 2012, 11:44 »
First of all, excellent work on the Android port!

I'm wondering if anyone has tried this port on the Google/Asus Nexus 7 tablet, or knows if it would work?

I'm thinking of buying one, the ability to play AGS games on it would be the deciding factor for me.

Thanks

Shane 'ProgZmax' Stevens

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Re: AGS engine Android port
« Reply #243 on: 27 Jul 2012, 09:21 »
It works just fine on my Acer Iconia a500 so I'm sure it works on the Acer nexus 7.

Nixxon

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Re: AGS engine Android port
« Reply #244 on: 30 Jul 2012, 05:47 »
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.

Just thought I'd mention. I have a 1024 x 800 game, wouldn't work (same error as you'd received) on my galaxy s2. I recently bought a galaxy note and the game works fine (as the note is 800 pixels wide/high - Galaxy S2 only 480 pixels. wide).

Re: AGS engine Android port
« Reply #245 on: 30 Jul 2012, 21:59 »
Are king quest remakes supported by latest version of AGS Android Port?

Re: AGS engine Android port
« Reply #246 on: 07 Aug 2012, 16:05 »
Are king quest remakes supported by latest version of AGS Android Port?

Sure are, and they work great!

Shane 'ProgZmax' Stevens

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Re: AGS engine Android port
« Reply #247 on: 11 Aug 2012, 08:22 »
JJS, I really hate to do this since it's not really any fault of yours, but after a forced update to my Acer now all the music in ags games either stop playing or never start at all.  I have 3 of my games installed and since this update all three do this.  My music players (like Pandora and xmplay) seem unaffected by the update and so far only AGS has showed any negative results.  I'm not sure if this is or going to affect other people or what since it did some modifications to the android os as well so I thought it was better to just post this here than ignore it.

I should add that all three use mp3/ogg, not midi.

Just to be safe I uninstalled ags and reinstalled the latest august build and didn't get any positive results.
« Last Edit: 11 Aug 2012, 08:24 by Shane 'ProgZmax' Stevens »

Re: AGS engine Android port
« Reply #248 on: 11 Aug 2012, 18:44 »
You should probably mention the old and new versions of what was updated.

JJS

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Re: AGS engine Android port
« Reply #249 on: 12 Aug 2012, 20:37 »
It will be hard for me to work on this error without the device :(

But the logcat of the device could give some information on what causes it though. Can you run a game that shows the bug and then upload the log from your device? You need a logcat reader for doing that (e.g. https://play.google.com/store/apps/details?id=com.nolanlawson.logcat&hl=de). Also enable the "write log" debug option in the settings of the Android AGS app. The log contains all kind of system messages, you can crop out everything before and after the game.

Also how much of a sound gets played before it cuts out? Is the behaviour always the same or does it randomly play more/less?

What version of Android do you run?
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Shane 'ProgZmax' Stevens

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Re: AGS engine Android port
« Reply #250 on: 13 Aug 2012, 17:04 »
I'm using ice cream sandwich and I've messaged you the logs you asked for.

SSH

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Re: AGS engine Android port
« Reply #251 on: 17 Aug 2012, 22:29 »
I'm curious. What does System.OperatingSystem return on JJS's new ports, as there's no defined values for iOS, PSP or Android?

Calin Leafshade

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Re: AGS engine Android port
« Reply #252 on: 17 Aug 2012, 22:32 »
In the current ports it returns windows because some of the engine functions like plugins rely on it being so.

I imagine that will be changed eventually.

Re: AGS engine Android port
« Reply #253 on: 18 Aug 2012, 18:57 »
I've been using it for the past 2 months on my Touchpad running cyanogenmod. Thanks JJS, great work! Having this run on a tablet is my dream come true ever since I first saw adventure games on a DS.

I've finished the following games without any issue:
- All the blackwell games (some slowdowns in the last game, particularly the yacht scene)
- King quest 2
- PISS

I've tried to play Gemini Rue but couldn't get past the action scene (and the tutorial) where I needed to press ctrl...
I've also just purchased the Summerbatch bundle (great bundle by the way, I've only played PISS so far and it's really a great game...) but both Patchwork and  Barely Floating fail.

I get the following error with Patchwork:
unresolved import 'SetVariableSpriteFont' I'm guessing it's an unsupported plugin for higher resolution sprites?

With Barely floating, here's the error I get:
Error: load room: unable to deserialize prop schema

Again, great work! It's nice to be able to play AGS games on a tablet...


JJS

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Re: AGS engine Android port
« Reply #254 on: 18 Aug 2012, 19:47 »
In the current ports it returns windows because some of the engine functions like plugins rely on it being so.
The engine could technically return the real operating system to the game. The real problem is that some games make assumptions based on the returned value that are untrue or just don't work properly. E.g. some games disable plugins if the returned value is not Windows and Gemini Rue doesn't play background sound on the main screen (you don't want to know how long I tried to "fix" that because I thought it was a bug in the port).

Ideally games should not query the operating system at all. Asking the engine for the availability of a feature would be much better, but even then I don't know a real usage scenario for that. Personally I would like it best if games would just go ahead and assume that the engine does the right thing.


I get the following error with Patchwork:
unresolved import 'SetVariableSpriteFont' I'm guessing it's an unsupported plugin for higher resolution sprites?
The plugin is for drawing bitmap fonts, but yes that is essentially the reason.

With Barely floating, here's the error I get:
Error: load room: unable to deserialize prop schema
The error occurs because I don't include the agslua plugin (yet). But the game won't work regardless because it is made with a modified AGS engine (to support widescreen resolution).
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SSH

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Re: AGS engine Android port
« Reply #255 on: 19 Aug 2012, 00:39 »
Perhaps what we need is some System variables that actually tell the games what they want to know rather than them trying to assume it from the platform, e.g.

System.IsTouchScreen
System.HasHWKeyboard
System.SupportsPlugins
System.HasMindControlInterface

Calin Leafshade

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Re: AGS engine Android port
« Reply #256 on: 19 Aug 2012, 09:28 »
I get the following error with Patchwork:
unresolved import 'SetVariableSpriteFont' I'm guessing it's an unsupported plugin for higher resolution sprites?
The plugin is for drawing bitmap fonts, but yes that is essentially the reason.

Omg, someone used my spritefont plugin?

I will provide you with source ASAP JJS OAO

Calin Leafshade

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Re: AGS engine Android port
« Reply #257 on: 19 Aug 2012, 10:46 »
Delivered: https://dl.dropbox.com/u/27247158/AGSSpriteFontsrc.zip

Sorry about the programming. It's almost certainly terrible.

JJS

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Re: AGS engine Android port
« Reply #258 on: 19 Aug 2012, 11:35 »
Nice, thanks! I will add it to the repository. Should I assume the same license as for AGSBlend?
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Calin Leafshade

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Re: AGS engine Android port
« Reply #259 on: 19 Aug 2012, 12:07 »
I don't remember exactly what the license for AGSBlend is but you can consider this giftware or public domain. I really don't care that much. Credit would be nice but not required.