AGS Wii Port?

Started by subspark, Sun 29/03/2009 10:57:43

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magintz

Windows Mobile?

It's windows, .NET based like AGS already is. It's more available than iPhones, touch screen as well and most devices have the res to support as well as a stylus (which the iPhone doesn't have)
When I was a little kid we had a sand box. It was a quicksand box. I was an only child... eventually.

subspark

I guess it all depends on what the demand is. We've asked for Windows mobile before and it was a clear "no time soon".

Cheers,
Sparky.

Bulbapuck

Quote from: SpacePaw on Tue 31/03/2009 11:30:23
Is there a team at all or is it just a simple disscussion?

I want to know this too.
Being a proud DS owner myself I would love to see something like this actually happen :D

RickJ

#23
I don't believe there is any kind of team.   The Linux and Mac ports exist because of a couple of dedicated individuals.   

If there were a "run-time team" to work on ports perhaps more people would be willing/able to volunteer?  I think a lot of folks would be willing to help out but few have the time or skill to take on the whole thing.

There are perhaps some things that can be done to make the process of porting and maintaining ports to other platforms easier but that is another discussion. 

[edit]
Also I would add that perhaps other platforms should be considered that would potential reach a larger audience such as the Nokia Internet tablet and linux based netbooks

http://www.pcworld.com/article/162376/three_reasons_why_androidpowered_netbooks_could_kill_microsoft_windows.html

mozartsgokart

#24
Going forward I believe a Wii port would be of the most benefit to the group of developers. The Wii sure sells a lot of units. It also has an input device that works nearly perfectly for adventure games and is not hindered by the resolution issue of the DS.

A year ago I would have been for a DS port. Considering I use my DS exclusively for SCUMM. But, after purchasing a Wii, I find it may be the perfect solution for bringing back this genre to mainstream.

Instead of working backwards, using hardware and software that limit the developer and player. Moving forward effort to port this to the Wii will undoubtedly benefit the developer community and player experience.

Additional knowledge of game play may be gained by installing the Homebrew Channel on the Wii and running SCUMM. Plays some adventure games on the Wii and report back. How is the playing experience. Does the interface work and does the Wii controller lend it self towards the game play interaction.

subspark

Well while I'm still decided on the Wii, being the most logical platform in my mind to port to, I still wouldn't mind living through a shift to an entire generation of 'lower rez' DS ports.

Cheers,
Sparky.  :D

Snarky

Quote from: mozartsgokart on Thu 09/04/2009 14:50:37
Going forward I believe a Wii port would be of the most benefit to the group of developers. The Wii sure sells a lot of units. It also has an input device that works nearly perfectly for adventure games and is not hindered by the resolution issue of the DS.
It should be pointed out that the DS/DS Lite has sold more than twice as many units as the Wii. Of course, the much bigger issue is how many people can put the games onto the console, so a method that only works on chipped or otherwise hacked units has significantly reduced impact.

Stee

Whilst the iphone is quite expensive, it has an sdk which is a big appeal to developers. Im starting to look forward to my contract upgrade, where im considering an lg renoir kc910. LG have recently stated that they are working on releasing an sdk, it would be nice to be able to do this, and if my programming skills improve enough in the next 6-12months I would consider contributing to a LG port, and if its possible a J2ME port (im programming in java mainly so this would be an advantage).

As for the Wii and most modern phones although there is no AGS engine, there are (hard to find albeit) tutorials on developing games in flash for these consoles (not that im a fan of flash either im afraid, but actionscript 3 is a whole world better than 2).

So J2ME port. Is it possible? Its going to be a mammoth task at least converting all the c++ into java.

I think it would be a good idea, since the mobile phone is steadily becoming a popular platform for games (casual ones at least), this being proven with engines already out there for 2d and 3d iphone development and the release of new arm cpu/gpus, in particular the new arm mali 200 and 400 which is supposedly being incorporated into phones this year and next (they apparently support opengl 2)
<Babar> do me, do me, do me! :D
<ProgZMax> I got an idea - I reached in my pocket and pulled out my Galen. <timofonic2> Maybe I'm a bit gay, enough for do multitask and being romantical

subspark

Yeah it's really up to Chris whether he feels like tackling another platform or finding someone else with the time to do it for him.  Releasing two engines, one C++ and the other Java, is definitely a mammoth task; double CJ's current work load. But if someone with a passion for such an undertaking steps up, I sure would like to welcome them.

Cheers,
Sparky.

Stee

I've been reading up a bit more on sdks, and it seems that symbian s60 supports quite a few languages

Quote from: http://www.forum.nokia.com/Resources_and_Information/Explore/Runtime_Platforms/Symbian_C++/QuickStart.xhtml
The S60 platform SDKs enable you to build applications using Symbian C++, Open C/C++, Javaâ,,¢ technology, and Web Runtime (WRT). In addition, several of the SDKs support development with Python for S60 using an SDK plug-in. When used with your favourite development tools, the SDKs provide you with access to all the APIs implemented in a particular edition and feature pack. Once you’ve coded your application, the SDKs include tools to compile that application for testing in the S60 emulator. In the emulator, your application can be tested without the need for an S60 device, which improves development time. Once the application is tested, tools to compile and package the application for installation on an S60 device are provided.

The SDKs include comprehensive documentation and example applications to enable you to make the most of the S60 platform and SDK tools.

Makes you wonder if it could be implemented as a plugin in AGS so you could just build a mobile version.

Anyway who am i kidding I can't c++ to save my life. I barely struggled through C. Don't make me program silly robots again!
<Babar> do me, do me, do me! :D
<ProgZMax> I got an idea - I reached in my pocket and pulled out my Galen. <timofonic2> Maybe I'm a bit gay, enough for do multitask and being romantical

subspark

Now that DOES sound interesting! :o

Sparky.

edmundito

So I'm assuming we're talking about a homebrew DS/Wii port. To do it the legit way, here's what the deal is:

1. Anyone working on these versions must first be a licensed Nintendo developer. This means that you must have a registered company and prove that you're running a legit operation (even if you're one dude)
2. Chris Q. Jones has to somehow be involved in this process. Once someone becomes a licensed Nintendo developer, then CJ has to contact Nintendo to make sure that you're a licensed developer and have signed the non-disclosure agreements. Then and only then he can allow you to build Wii versions of AGS games.
3. You have to buy a devkit to run the game.

I could honestly see a better investment in the following things:

1. Making the AGS runtime more cross-platform. This means an easier way to make Linux and Mac ports that are up to date. From everyone I've talked to who's interested in making commercial adventures, this is pretty much one of the big points that puts a maybe on their heads about using AGS.
2. For portables, I could see a legit iPhone port happening, but it probably requires quite a bit of work first (like step 1 mentioned above) and also it would pose an interesting challenge: How do you reinvent an adventure game for a phone with accelerometers and multitouch?

Shane 'ProgZmax' Stevens

Has anyone tried running the Linux build of AGS on one of the Gamepark handhelds?

subspark

QuoteYou have to buy a devkit to run the game.
Thats not true. CJ would need to buy a dev kit to compile the engine for the platform but once we have a windows editor that can compile a Wii game then all we have to do is copy it to our memcard. The only problem might be that Nintendo may kick a fuss with everybody having access to a Wii compiler. We can't exactly ask CJ to compile all our games for us.

QuoteHow do you reinvent an adventure game for a phone with accelerometers and multitouch?
This would make for a great opportunity to add new gameplay mechanics to our adventures.

Cheers,
Sparky.

Stee

Quote from: subspark on Sun 19/04/2009 10:35:47
Now that DOES sound interesting! :o

Sparky.

If you're referring to my post, then no it wasn't interesting in the slightest. We had to make the universities diy kit of some sort of roomba (i think that was what they were called, basically some sort of dome on wheels) follow a trail of light using its sensors, then we had to implement analogue control schemes (ie the further you push the stick the faster it goes etc) which is a nightmare in C, amongst some other things I've since forgotten. I think its fair to say i failed miserably, but a learnt a valuable lesson to never use C ever again. I would like to learn c++ at some point though

Back on topic.

If there was some magical way of exporting AGS Games as flash, they could be incorporated into the Wii as the wii apparently allows flash games (I hate the things so I wouldn't really know). This would also make it possible to run games on most the modern phones (the ones with flash included) too.

This is the easiest way of doing things as you wouldn't need to create a seperate version of AGS (one for symbian,one for android one for i(mnotareal)phone, one for LG, one for motorola etc). However Im not even sure thats physically possible.

Nintendo wouldn't license a compiler that everyone can use to make wii games. I'd rule out Wii as a viable option (if any are viable)

Android if im right in thinking so is a linux variant.

I think we'd be better off  sticking with the current platforms for AGS Editor and just having different export options for compiled games.
<Babar> do me, do me, do me! :D
<ProgZMax> I got an idea - I reached in my pocket and pulled out my Galen. <timofonic2> Maybe I'm a bit gay, enough for do multitask and being romantical

subspark

QuoteIf there was some magical way of exporting AGS Games as flash, they could be incorporated into the Wii
You can. You can compile C & C++ in flash thanks to Alchemy.
http://developers.slashdot.org/article.pl?sid=08/11/19/2321230&from=rss

There's a video floating around of somebody playing Quake 3 Arena in Flash CS4.
Im actually rather embarrassed I overlooked this. Alchemy could be the most flexible way of getting our games onto virtually every platform.

Sparky.

SSH

Isn't Wii port just another name for urethra?
12

subspark

It is! Someone should change the thread title before everyone gets confused. QUICK!
;)

Thaurin

Since I saw mention of the iPhone in this thread, I wanted to mention that I had the idea of a AGS player for the iPhone some time earlier. I think this would be amazing, like a graphical point-and-click version of Frotz. Unlimited mobile adventure gaming with direct download from the app. Since ScummVM is already such a joy to play with, I'd think this would be like a dream come true.

Not that trivial to do, I would presume. But then, I don't know much about AGS in the first place. Anybody up for such a project? I could help!

QuestingHero

#39
Now that Dosbox Wii has been released for the Wii, and ScummVM has been working for a while, I have had Lots of enjoyment re-remembering all the Lucas Arts and Sierra games I grew up on. Now all that is left are the great remakes by "AGD Interactive" (KQ 1 and 2, QfG2) and "Infamous Adventures" (KQ3 and SQ2).

I noticed that scotch, the guy who volunteered to port AGS to the wii had not been active since September of last year, so I was wondering if there had been/was any progress on the Wii port, or if it is dead in the water?

EDIT: added Links

Thanks in Advance,
--The Ratt

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