[SOLVED] AGS engine on non-Windows systems

Started by Monsieur OUXX, Fri 08/05/2020 09:04:12

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Monsieur OUXX

Hello,

I've got this : https://github.com/adventuregamestudio/ags/releases/tag/v.3.5.0.24
On that page I can download ready-to-use stuff like : AGS-3.5.0.24-android-libs.zip, ags_3.5.0.24_linux.tar.gz

If I understand properly, everything else is for debug (in particular : AGS-3.5.0.24-debug.apk, AGS-3.5.0.24-pdb.zip)

My questions :
a) Does ags_3.5.0.24_linux.tar.gz contain the executables of the engine, and, if yes, are these the same as in the "Linux" subfolder of the AGS engine, and if yes, do I just need to copy that alongside the .ags file to make it work? (no need to detail the procedure, I just need a theoretical "yes"). Do I need to provide the compiled libraries too (allegro, etc.)
b) Similarly, does AGS-3.5.0.24-android-libs.zip contain the executables of the engine? If not, do I also need AGS-3.5.0.24-debug.apk? (which would surprise me as it sounds like a debug package). Talk to me like a 5-years-old, as my understanding of phones goes as far as APK GOOD, APK BE LIKE EXE or YOU SCREWED ANYWAYS BECAUSE YOU NO HAVE CERTIFICATE.

 

Crimson Wizard

#1
All of these links are ones that are posted in the release forum post. I stopped adding link to linux executables, because they are now included in both editor installer and zip package. Guess that was a mistake.

So, we need to write a page in the manual explaining all this, ok.

Monsieur OUXX

Quote from: Crimson Wizard on Fri 08/05/2020 10:29:24
So, we need to write a page in the manual explaining all this, ok.

I can write it if you give me hints, especially the first part regarding Linux. Or if you point me to the right post (the threads seem to talk mostly about compiling)(and weirdly the Linux thread stops at AGS 3.4)
 

morganw

Quote from: Monsieur OUXX on Fri 08/05/2020 09:04:12
a) Does ags_3.5.0.24_linux.tar.gz contain the executables of the engine, and, if yes, are these the same as in the "Linux" subfolder of the AGS engine, and if yes, do I just need to copy that alongside the .ags file to make it work? (no need to detail the procedure, I just need a theoretical "yes"). Do I need to provide the compiled libraries too (allegro, etc.)

Yes, these are the same engine executables supplied with the Editor, with all libraries required to run, plus a launch script to switch between the 32 and 64 bit engines. You just need to put your .ags file into the data folder. If the user has SDL2 libraries available then SDL2 is used for audio, but SDL2 is not supplied.

Quote from: Monsieur OUXX on Fri 08/05/2020 09:04:12
b) Similarly, does AGS-3.5.0.24-android-libs.zip contain the executables of the engine? If not, do I also need AGS-3.5.0.24-debug.apk? (which would surprise me as it sounds like a debug package). Talk to me like a 5-years-old, as my understanding of phones goes as far as APK GOOD, APK BE LIKE EXE or YOU SCREWED ANYWAYS BECAUSE YOU NO HAVE CERTIFICATE.

I've not played with these too much, but I believe that AGS-3.5.0.24-android-libs.zip contains AGS libaries built for different Android architectures, one of these libaries contains the actual engine. You can use these if you want to build your own APK but don't have any way to build the libraries. AGS-3.5.0.24-debug.apk is a launcher built from the libraries, only the debug version is uploaded because a release version doesn't run (due to being unsigned).

Monsieur OUXX

Quote from: morganw on Fri 08/05/2020 19:45:26
only the debug version is uploaded because a release version doesn't run (due to being unsigned).

I have zero knowledge about mobile apps so I'm wondering : What prevents me from shipping my game for Android with the Debug launcher instead of the Realease version then?
 

morganw

You would have to define what 'shipping' means, but to go via a store it would likely have to be signed anyway.

eri0o is the last person who worked through the process of releasing something on Android and published the instructions:
https://github.com/ericoporto/vacaroxa_hellspuppy
...so this is probably the best reference for how it would work right now.

Monsieur OUXX

Thanks.
Why does everyone make it sound crazy to release an unsigned app not through the store? Why don't I just set up a download link to an unsigned apk? I mean, I don't give a flying f**k about the stores and I genuinely don't understand why people seem to think it's so important?
 

morganw

You can just give someone an apk, but I imagine installation will be blocked by default, and the release version would still need to be signed.

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