Porting to more then one platform?

Started by xvishon, Wed 31/08/2011 04:54:26

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xvishon

Hi. I'm new on here. Im planing a project for a point and click adventure. I want to have it run on PC but Android 3.2 honeycomb. Is this possible or would it be a nightmare if done in AGS. also if AGS can't do this dose anyone know a good development platform that could pull off a good old school adventure game and support Android maybe ipad as well. I want to make it so it will play on the iconia a500 which has a screen thats a good enough size to pull it of well. If this could be done would you have to compile the normal PC version and then convert it some how to a .apk file or would you need to change AGS itself? or is there simply a better 2d game development tool that support more then on OS like windows/ipad/android? Hope this is in the right place :)

Gilbert

Since AGS is now open-sourced, it is possible to port the engine to Android (like how some people have done with the Linux and PSP ports), but so far no one has done this yet and that could be a lot of work.

Alternately, as games made with AGS V2.62 or earlier could be compiled to DOS, they may be played with the Android ports of DOSBOX. I have tried my test game with aDosBox and DroidDOS on my phone and it works. Seems that DroidDOS works a bit better but there're some hiccups with full screen palette animation with my 8-bit game.

Alternatively, as ScummVM is multiplatform, you may try using those SCI and AGI game creating packages (possibly hard) and use ScummVM to execute them.

Dataflashsabot

If you fancy making an Android port of AGS then go ahead, there are tons of people who would love such a thing (I have a mind to try it myself, but I'm waiting for a port of Allegro first).

Other than that, no, AGS cannot compile to Android, and it can't compile to anything that can be run on Android (short of the crazy hacks suggested by Iceboty).

Gilbert

Quote from: Dataflashsabot link=topic=44327.msg591415#msg591415(short of the crazy hacks suggested by Iceboty).
This is not a hack though, just running DOS software with an emulator. Too bad the DOS engine has been discontinued, so this won't work with games made (or if you want to make games) with newer versions of AGS.

Now I have even more reasons to stay with old versions.

(Yeah, as I've just returned home from work, this post was indeed typed from my Android phone. :D)

Dataflashsabot

Quote from: Iceboty V7000a on Wed 31/08/2011 11:41:26
Quote from: Dataflashsabot link=topic=44327.msg591415#msg591415(short of the crazy hacks suggested by Iceboty).
This is not a hack though, just running DOS software with an emulator. Too bad the DOS engine has been discontinued, so this won't work with games made (or if you want to make games) with newer versions of AGS.

Now I have even more reasons to stay with old versions.

(Yeah, as I've just returned home from work, this post was indeed typed from my Android phone. :D)
Using an ancient version of AGS, compiling for an ancient operating system, and then using an emulator for that ancient operating system rather than using an engine with Android support in the first place... that's my definition of a crazy hack I'm afraid ;D

Of course, saying "use an engine with Android support in the first place" is an easy thing to say, but I'm not actually aware of any with anything near AGS' usability.

Gilbert

Everyone knows that I use that solely for DOS support though. It being able to run with DOSBOX under Android is just added value.

Dataflashsabot

Wait, you intentionally maintain DOS support?! Have you ever inquired about an Atari 2600 port, by chance?

xvishon

What type of Script Language is AGS in? .net?

Khris

No, it's similar to Java or C++ but is neither. It is specifically designed for the engine.

xvishon


Wyz

AGS runs its own virtual machine. That way the scripts will work on any system the engine is ported to. So there is really no need to write your own code parser.
Life is like an adventure without the pixel hunts.

Gilbert

I think you meant what AGS was coded with then. As your last post seemed to be asking what language it was using for the users to write their games with, which KhrisMUC had answered.

In your case, I think the AGS engine was coded in C++, but the editor has some .NET dependencies, so that plugin you linked to maybe useful for some of the conversion work. One problem is that AGS currently uses the Allegro library, which doesn't have an Android version I think.

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