Author Topic: AGS engine Android port  (Read 120121 times)  Share 

Cassiebsg

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Re: AGS engine Android port
« Reply #680 on: 08 Jan 2017, 13:46 »
* Cassiebsg claps (nod)

Thanks, I'll look forward to test this... :-D
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Crimson Wizard

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Re: AGS engine Android port
« Reply #681 on: 08 Jan 2017, 14:39 »
Could you update the first post in this thread? I think you can do this as a moderator. The links there are old and the versions outdated. It is very hard for developers to find the most recent working port version here in this thread.
I did, but I think we need to create a new thread, because this is 6 years old, contains many obsolete information and spanning 35 pages now.
I think I will be able to upload Android builds to the same server as Windows ones, if server owners (not sure who are they, AGA or someone else) are okay with that.

BTW, what was that problem with on-screen keyboard mentioned earlier?
I tried to install old JJS's APK on emulator to see if I can spot any differences, but there was some error I could not solve yet.
« Last Edit: 08 Jan 2017, 14:41 by Crimson Wizard »

Cassiebsg

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Re: AGS engine Android port
« Reply #682 on: 08 Jan 2017, 14:55 »
The old version showed up ... (3 dots) that once clicked would bring up the keyboard. The newer version was missing those 3 dots buttons to bring up the keayboard, makeing it impossible to get the keyboard in a game.

Haven't tried your version yet, but if you can call the keyboard in game, then it should be fine. ;)
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cat

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Re: AGS engine Android port
« Reply #683 on: 08 Jan 2017, 14:59 »
Thanks for updating the first post!

The games that I tried don't use keyboard input, so I can't give any information about it.

Re: AGS engine Android port
« Reply #684 on: 09 Jan 2017, 17:26 »
I can confirm that this release fixed the mouse cursor issue, but the three dots to bring up the keyboard are still not there. I think this has to do with what version of the Android SDK was used to compile the apk. The three dots are a back compatibility feature for older apps that expect menu button, since modern Android devices have no menu button. I haven't had the chance to test it for long enough to see if it still gets the random crashes like the jjs releases did. Thank you guys for all your hard work!

Re: AGS engine Android port
« Reply #685 on: 10 Jan 2017, 17:01 »
Looks like this.openOptionsMenu(); needs to be set and set the targetsdk version to < 11.  This stack overflow discussion talks about the issue.

http://stackoverflow.com/questions/8774317/handling-the-missing-menu-button-in-new-versions-of-android-3-x-and-up

Crimson Wizard

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Re: AGS engine Android port
« Reply #686 on: 10 Jan 2017, 22:58 »
Looks like this.openOptionsMenu(); needs to be set and set the targetsdk version to < 11.  This stack overflow discussion talks about the issue.

http://stackoverflow.com/questions/8774317/handling-the-missing-menu-button-in-new-versions-of-android-3-x-and-up

I can try to look into this, but, as I mentioned before, I am not an Android developer, so I would need to consult with other people who were working on this port (like monkey0506) before changing anything in official version.

Re: AGS engine Android port
« Reply #687 on: 11 Jan 2017, 14:46 »
Thanks! In the meantime, if anyone is stuck without a keyboard, there is a workaround people have been using. You can download hackers-keyboard from the google play store and configure a permanent notification that allows you to bring up the keyboard. You just swipe down and tap it. It's a little hack-ey but it gets the job done.

Re: AGS engine Android port
« Reply #688 on: Yesterday at 18:44 »
I've had some more time to test out the latest build and I'm still getting periodic crashing. Is there a log file I can provide to help the debug process?

Crimson Wizard

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Re: AGS engine Android port
« Reply #689 on: Yesterday at 19:22 »
I've had some more time to test out the latest build and I'm still getting periodic crashing. Is there a log file I can provide to help the debug process?
The only thing I can recommend is to disable threaded audio. I investigated this a little before, and I came to conclusion that threaded audio is not implemented safely enough.
As for log file, unless Android has its own debug logs, or some analogue for a crash dump, that won't be much use, because our own mostly debugs game startup process.