AGS to iPhone/iPad (Cocos Adventure Games)

Started by CraZyMuffin-IPC, Sun 29/08/2010 08:46:17

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CraZyMuffin-IPC

excellent stuff there clarvalon! I have not playing with monotouch at all, so I dont know how much control you have over the openGL ES code, but you just need to rotate the openGL view and scale it a little to make it full screen.

I am still working on my conversion here, will try and post some technical info as soon as I have some time. I got caught up on the whole iPhone vs iPad resolution thing. and as expected, the iPad is a lot better suited for a AGS conversion then the phone is.

redspark

Wow!  I think this is very interesting.  Please continue to share with us your findings on the conversion as you go along.  Thanks.


CraZyMuffin-IPC

Oops, got side-tracked there for a while. Contracting for a local company, recently released my first game with them.

I am back working on this project again. Just about ready to throw up an open source project that anyone can grab.

The good news is that I found out I can turn anti-aliasing off, allowing a 320x200/240 game to scale full screen on the ipad with no distortion. Looks beautiful.

Clarvalon

Congratulations on Go Juggle, it's a tidy little game.

I'm very new to iOS development.  May I ask why you used Openfeint instead of Apple's Game Center?
XAGE - Cross-Platform Adventure Game Engine (alpha)

CraZyMuffin-IPC

Thanks!

I went with OpenFeint because of the ease of use and availability compared to GameCenter. A lot more features, more people can use it, and you only need to make 2-3 short function calls to the OpenFeint libraries to set it up and use it.

Also, after OpenFeint is integrated into your app, you flip a switch and enable GameCenter. It does all the work GameCenter setup, connection, leaderboards, achievements, ect. for you.

I will get around to enabling GameCenter at some point, but I am being pushed to make improvements and new holiday themes for the game.


If you implement GameCenter, you have to do a lot of work to get it setup and make calls with it. You get to handle all in which your app may be used (what if the device is not connected to the internet, ect). Not very fun.

Blackthorne

I know this is a bit of thread necromancy, but having recently been given an iPad as a gift - I got interested in seeing if it was possible to port AGS games to an iPad format.

As Darth Mandarb said earlier, I wouldn't be so keen on playing them on my iPod/iPhone - but my iPod.... I'd love to be able to play the version of Space Quest II my team, Infamous Adventures, has been working on.

Has anyone done any more with this?  Porting AGS to iPad?  Would anyone be interested in, perhaps, porting our games for iPad use?


Bt
-----------------------------------
"Enjoy Every Sandwich" - Warren Zevon

http://www.infamous-quests.com

Joseph DiPerla

Try looking at http://www.gitorious.org/ags and follow progress there. Since AGS is open source now, some have gotten other platforms to work, such as PSP. So look there and see what progress the source code has had.
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

Blackthorne

Quote from: Joseph DiPerla on Fri 15/07/2011 18:47:37
Try looking at http://www.gitorious.org/ags and follow progress there. Since AGS is open source now, some have gotten other platforms to work, such as PSP. So look there and see what progress the source code has had.

Hey, thanks Joseph.  I will give a look over there.  I just think it'd be lots of fun to play AGS games on my iPad.  You know, sitting by the pool, playin' Limey Lizard...... heh.


Bt
-----------------------------------
"Enjoy Every Sandwich" - Warren Zevon

http://www.infamous-quests.com

CraZyMuffin-IPC

I am also still working on my iphone/ipad AGS-esque engine (not a port, I started on it before AGS went open source), slowly though... have very little time for it at the moment.

I took a quick look at the gitorius link provided, dont see much in terms of MAC support, but if someone out there is working on getting AGS onto the MAC platform I would be interested in hearing about it.

Jinx1337

Anything new in that regard?

I'm utmost interested.

Cheers!

CraZyMuffin-IPC

I have been finding some time recently to work on this, and each time I come back to it I think of a different way to handle things and redo some work.

I'm currently working on importing all of the xml data for the game (exported from ags), and putting them into objective-C objects. As opposed to my old way of manually copying this data over by hand

mätzyboy

I've been looking at the ios and mac port of wintermute, but have yet to make anything... Thought i'd mention in case anyone else wants to have a go.

http://res.dead-code.org/doku.php/wmelite:start

CraZyMuffin-IPC

Quote from: mätzyboy on Mon 16/01/2012 13:40:36
I've been looking at the ios and mac port of wintermute, but have yet to make anything... Thought i'd mention in case anyone else wants to have a go.

http://res.dead-code.org/doku.php/wmelite:start

Haven't seen wintermute before, looks interesting. If I can't get my CAG engine going I will definitely look at porting over to there.

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