Cost of porting to Mac OS, iOS, and Android

Started by DD, Mon 11/02/2013 17:18:11

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DD

Hi everyone!

I am one of the producers in a team raising money to build a 2D point-and-click adventure, and we want the adventure to be available on Mac, iOS, and Android. Although some people in the team believe that we should build the adventure in Unity, I believe that building it in AGS will be considerably faster, cheaper, and conveniently tailored to our needs. Our problem, of course, is that at this point we can only make a PC build of the game with AGS.

How much would it cost to make iOS, Android, and Mac OS ports of AGS in 6 months or less? I am talking about tested, fully functional ports, just like the PC version. I know that Wadjet Eye is willing to port their great games, and that got me very excited. Would anybody be able to make an estimate, so that we can incorporate it into our expected budget for the game? It would be very appreciated.

Thanks to all!

Joseph DiPerla

Well, as you can see on our forums, AGS is already ported to most of those OS's. Look here for daily builds of versions for Android, Windows, iOS and PSP: http://jjs.at/daily/ and this is the source code repository: https://github.com/adventuregamestudio/ags/commits/master

I know that JanetC from Wadjet Eyes is working hard on getting a version working on Mac. However, at the moment, you can make the games however you want in AGS and it will function across Linux, Windows, iOS, Android and PSP. If you would like and try, you can compile the source code to work with Allegro 4.4 on Mac OS, but it will only work with MacOSX 10.6 and up from what I understand. But as far as packaging the game for the individual OS, you will have to perform that yourself. Look for my app on the play store for google, called AGS Stream. It installs freeware games for you. I am working on creating a way to package your games for Android so you can sell them commercially. I want to build it into the Editor itself.

I hope this helped some what.
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

BigMc

Quote from: Joseph DiPerla on Mon 11/02/2013 17:43:30
on Mac OS, but it will only work with MacOSX 10.6 and up
MacOSX 10.6 and down ;)

Bernie

An easy way to bundle AGS games for Android as stand-alones would be the best thing ever. Thanks for all the work you're putting into this, Joseph.

DD, a relatively cheap commercial alternative would be GameMaker:Studio. It has built-in pathfinding, easy scripting and supports many platforms, including iOS and Android.

Joseph DiPerla

Bernie, you shouldn't be thanking me. Thank Chris, JJS, Crimson, BigMC and the other members of the team. Without their efforts, AGS would not be what it is today and neither would a port to these OS exist, thus, having my app be completely useless ;)
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

Bernie

Right you are! Thanks to everyone who's been supporting and working on AGS! :smiley:

I've tested the Android build with a bunch of games, it's fast and solid. The only problem for a normal AGS user would be making a stand-alone release.

Joseph DiPerla

I'm almost there.. ;) However, my language is Basic4Android. So, at best, I can release something next week which would allow you to package your games, but you would need Basic4Android which would cost you at the very least $50. I could release it for that and over the next few months work on a way of building the game out of the editor. It would allow many users to go commercial with their games. What do you guys think?
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

DD

Thanks to everyone for the comments! I had been reading in the forum about the issues with Mac OS 10.7 and up. I guess that my question would then be how much it would cost to upgrade the AGS engine to make it compatible with Allegro 5. It seems to be a complicated issue.

Bernie: I had attended a Game Maker workshop a while back, and I see that it has improved considerably from those days. I will definitely consider it! Has anyone used Game Maker Studio on a point-and-click adventure?

PS: Joseph, that sounds great! A great step for AGS, indeed.

Crimson Wizard

#8
Quote from: DD on Mon 11/02/2013 18:32:54I guess that my question would then be how much it would cost to upgrade the AGS engine to make it compatible with Allegro 5. It seems to be a complicated issue.
I am actually going to try do this in nearby future. BTW, the more I read Allegro 5 documentation, the less complicated it seems... Hopefully I am not missing anything.
Can't tell the cost, I work for free now :).
But I really hope other ppl, like JJS and BigMC, and maybe some others, will join too.

Bernie

Joseph: Spending $50 once for a commercial release isn't so bad. :) It's still cheaper than most other commercial options out there.

As for adventure games in GameMaker:Studio: It works really well. You can make a fully functional classic adventure game 'engine' in it. You can use the GM room editor to set up your rooms, place hotspots and obstacles the pathfinding takes into account, and more. All you need is some general programming experience.

Here's what you'd need to do by yourself in GM:S:

-A queue system for blocking functions, very much like in AGS (kind of a requirement in adventures to run sequences)
-Write a saving function to save room and character states (basically remembering object positions and visiblity, using ini_* functions works on all platforms)
-Dialog system (display & maybe dialog options)
-Inventory system (easy when using a ds_list variable)

A two-room demo made in GM:S (win exe, is a bit big due to bgm and lots of unused gfx): http://www.origamihero.com/boney.zip

If you need more info about GM:S, feel free to PM me. I'm afraid this may be a bit too off-topic for this thread.

AGD2

I suppose the question is whether anyone here who's already familiar with AGS would be willing to prioritize working on porting AGS to Allegro 5 (and getting Mac porting functional) - essentially treating the task like a real job or work-for-hire over a specific period of time?

I know several commercial AGS game developers are chomping at the bit for this and would perhaps be willing to pool money into paying someone to prioritize and complete the task. Himalaya will also be launching a Kickstarter shortly for Mage's Initiation and I'm going to factor in a stretch goal to assist with potential porting costs. Assuming it is raised, I'd be happy to contribute that funding towards the cost of paying someone to prioritize getting the AGS engine (and ports) up to speed.

DD

Quote from: AGD2 on Tue 12/02/2013 15:31:48
I suppose the question is whether anyone here who's already familiar with AGS would be willing to prioritize working on porting AGS to Allegro 5 (and getting Mac porting functional) - essentially treating the task like a real job or work-for-hire over a specific period of time?

Yes, that would be the question! The people at Wadjet Eye were also trying to get this done, so making a money pool among all the parties involved would be a good idea. Yet, the question remains: how much would it cost? Hopefully we can all join forces in this.

JanetC

Quote from: AGD2 on Tue 12/02/2013 15:31:48I suppose the question is whether anyone here who's already familiar with AGS would be willing to prioritize working on porting AGS to Allegro 5 (and getting Mac porting functional) - essentially treating the task like a real job or work-for-hire over a specific period of time?

I have asked this specific question before and got little response - everyone is basically too busy with real work to commit like that :(

However they assure me that it will get done eventually.

DD

Quote from: JanetC on Tue 12/02/2013 16:18:20
Quote from: AGD2 on Tue 12/02/2013 15:31:48I suppose the question is whether anyone here who's already familiar with AGS would be willing to prioritize working on porting AGS to Allegro 5 (and getting Mac porting functional) - essentially treating the task like a real job or work-for-hire over a specific period of time?

I have asked this specific question before and got little response - everyone is basically too busy with real work to commit like that :(

However they assure me that it will get done eventually.

I believe that our hope lies on freelancers who are ready to take on this job, and would be willing to give us a quote and a timeframe. I am assuming that making it a paid job would turn this task into real work.  :)

I know that Dave Gilbert has already started a thread about this in the Employment section, so I guess we can wait for more people to contact him. In my case, I hope I can have a clearer idea of the feasibility of this port by March, or I will probably go with Unity like the programmers suggest. The C# syntax + already-working adventure engine + designer-friendly IDE made AGS a possible alternative, and I still hope to be able to use it.

Bernie: Thanks for your GM:S tips! I will get in touch with you shortly.

JanetC

Quote from: DD on Tue 12/02/2013 17:54:17I know that Dave Gilbert has already started a thread about this in the Employment section, so I guess we can wait for more people to contact him.

We haven't got any positive responses on that.

Quote from: DD on Tue 12/02/2013 17:54:17In my case, I hope I can have a clearer idea of the feasibility of this port by March, or I will probably go with Unity like the programmers suggest. The C# syntax + already-working adventure engine + designer-friendly IDE made AGS a possible alternative, and I still hope to be able to use it.

Unity is a very fine engine, especially if you want to use 3D graphics, which AGS doesn't do.

DazJ

As I've said a million times, having the ability to package our games up as an APK would be a true God send. Imagine the possibilities for indie developers?

selmiak

I should start a kickstarter for that and run away with teh monies :D

besides that, did I mention I <3 you all. Please do this!

Crimson Wizard

#17
Quote from: DazJ on Sat 16/02/2013 14:51:15
As I've said a million times, having the ability to package our games up as an APK would be a true God send. Imagine the possibilities for indie developers?
APK is for Android right? I never worked with Android personally. But what exactly is needed to make such packages?

We already have working Android port: http://www.adventuregamestudio.co.uk/forums/index.php?topic=44768.0
Josepth Di Perla have some program for installing Android games: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47475.0

What is missing?
I would like to provide some help, if that will be in my power.

selmiak

Quote from: Crimson Wizard on Sat 16/02/2013 23:52:01
What is missing?
I would like to provide some help, if that will be in my power.


A simple compile for android button and a compile for iOS Button in the editor will do for now...

Crimson Wizard

Quote from: selmiak on Sun 17/02/2013 00:01:15
A simple compile for android button and a compile for iOS Button in the editor will do for now...
Oh, that's nice. I think no money is needed for that. :)
The task should be quite simple.

Di Perla said he is going to do something like this: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47622.0 (don't know what his progress is).
You can also ask any other C#-proficient AGSer, who already worked with the Editor, like: tzachs, Alan v. Drake, Calin Leafshade (I think).

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