Jibble

Author Topic: AGS engine Android port  (Read 231946 times)

Re: AGS engine Android port
« Reply #860 on: 09 Nov 2018, 16:05 »
Out of curiosity, what does "config_enabled = 0", in your android.cfg, means?

Crimson Wizard

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Re: AGS engine Android port
« Reply #861 on: 09 Nov 2018, 16:54 »
Out of curiosity, what does "config_enabled = 0", in your android.cfg, means?

Hm. It means that the contents of the config will be ignored, except for translation. I have no idea why such option is there. The Android library code may hold an answer.
« Last Edit: 09 Nov 2018, 16:56 by Crimson Wizard »

Re: AGS engine Android port
« Reply #862 on: 09 Nov 2018, 18:51 »
That's pretty incredible, setting that flag to 1 fixed the issue! I'd have never seen that I'd it hadn't been pointed out. Thankyou all so, so much!!

It's looking incredible now 😊

Crimson Wizard

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    • Crimson Wizard worked on one or more games that won an AGS Award!
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Re: AGS engine Android port
« Reply #863 on: 09 Nov 2018, 19:30 »
@The creature, could you experiment a little more and find out which location exactly does it read the config from?

Now what remains is to find out why do we need this flag at all, and how it is normally set/removed...

Re: AGS engine Android port
« Reply #864 on: 09 Nov 2018, 20:59 »
Sure, I'll do some more tests and see where the config files need to exactly be.

Cheers.

Re: AGS engine Android port
« Reply #865 on: 09 Nov 2018, 21:43 »
OK.

In my obb root I just have:
GAME.EXE
acsetup.cfg
android.cfg

With the config_enabled set to '1' it seems to use the settings defined by me. So I have no other directories in my obb. This couldn't have been possible without any of your help and especially your patience - especially Enrico and his original 'Let's Build an android release' post. This was amazing. I found I did have to rebuild the ags libs as there seemed to be an issue with them, but once that was done things started working fine. For those looking at doing this, you will need to sign up over on the google play console and pay the fee to set up a new app pretty early on.

I dont think you can get very far without having an RSA_public_key. This is a "license key" which can be found in the google Play Console under Development tools -> Services & API, a Base64-encoded RSA public key that you must copy and paste into the RSA public key in 'private.xml'

But it all seems to be working. Good timing really as I'm flying away next week to a funeral :(

I've never released anything to mobile, so it will be an interesting test for sure. Thank you again, if you need any more help though, I'll see what I can do.
C

Re: AGS engine Android port
« Reply #866 on: 12 Dec 2018, 03:21 »
Has anyone figured out a way to open a keyboard on Amazon Fire HD 10 (or any Android device for that matter)? It is impossible to play Sierra style adventure games without being able to use the save function. Why is it not possible to put a small button on the upper left corner of the screen (as in ScummVM) that when pressed opens a keyboard? :undecided:                

Crimson Wizard

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    • Crimson Wizard worked on one or more games that won an AGS Award!
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Re: AGS engine Android port
« Reply #867 on: 12 Dec 2018, 09:47 »
There is no one around who would know how to program for Android and be willing to help.

Right now I am very busy with something, after that is complete I will buy a real Android device because emulator works a little different, and see if I am able to fix anything here.

JanetC

  • Mittens Serf
    • JanetC worked on one or more games that won an AGS Award!
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Re: AGS engine Android port
« Reply #868 on: 13 Dec 2018, 20:15 »
Is the AGS Android port used in any commercial games?


Re: AGS engine Android port
« Reply #870 on: 15 Dec 2018, 23:26 »
If anyone's interested, I've found a workaround. Install an app called "Hacker's Keyboard" and pin it to the notification area (from the app settings). Then just swipe down the notification area and open the keyboard whenever you need it.

Crimson Wizard

  • Local Moderator
    • Best Innovation Award Winner 2013, for spearheading the AGS 3.3.0 project
    • Lifetime Achievement Award Winner
    • Crimson Wizard worked on one or more games that won an AGS Award!
    •  
    • Crimson Wizard worked on one or more games that was nominated for an AGS Award!
Re: AGS engine Android port
« Reply #871 on: 26 Jan 2019, 20:54 »
I finally was able to actually look and test buttons on real Android device (yep, I now have one...).

Here's an APK built for AGS 3.5.0 with the change to device buttons as suggested by user:
https://www.dropbox.com/s/hq3a5ibzhos4x48/AGS-3.5.0-menu-on-backbtn.apk?dl=0

Here long press on "Back" button no longer displays exit confirmation, but instead displays in-game menu, which also has an option to display on-screen keyboard.

Since I now have real device it became more obvious to me why all this was necessary, and which problems Android users face. It's really a shame and pity that this issue was not addressed earlier.

The change will probably be included into upcoming version, as well as one extra 3.4.1 patch I was preparing.
« Last Edit: 26 Jan 2019, 21:06 by Crimson Wizard »

Re: AGS engine Android port
« Reply #872 on: 27 Jan 2019, 05:22 »
Great!!. Nice job CW!
I wish you can or others integrate Android port to AGS. It's the only reason that I don't make a game with AGS till now. In our country, (Iran) we haven't a desktop ports market. Only mobile.

Crimson Wizard

  • Local Moderator
    • Best Innovation Award Winner 2013, for spearheading the AGS 3.3.0 project
    • Lifetime Achievement Award Winner
    • Crimson Wizard worked on one or more games that won an AGS Award!
    •  
    • Crimson Wizard worked on one or more games that was nominated for an AGS Award!
Re: AGS engine Android port
« Reply #873 on: 27 Jan 2019, 19:55 »
Updated APK with different way to handle longclicks on "Back" and "Menu" buttons (the old way was not compatible with some newer devices it seems):
https://www.dropbox.com/s/rq5ys1iqg9m1dt5/AGS-3.5.0-buttonstest7.apk?dl=0

I wish you can or others integrate Android port to AGS.

Sorry, I wish I could, but I cannot give any promises now. Definitely I won't be able to do that before final AGS 3.5.0 version is out because all my free time is taken.

UPDATE
By the way, here's an example that AGS game can make it to Google Play for Android (made by eri0o): 
https://play.google.com/store/apps/details?id=com.vacaroxa.hellspuppy

Like said before, it's all possible, just may require some manual work with Android Studio.
« Last Edit: 28 Jan 2019, 01:33 by Crimson Wizard »

Re: AGS engine Android port
« Reply #874 on: 28 Jan 2019, 12:48 »

Sorry, I wish I could, but I cannot give any promises now. Definitely I won't be able to do that before final AGS 3.5.0 version is out because all my free time is taken.


OK. So there are some hopes for strat Android port after the stable version of AGS 3.5.0


UPDATE
By the way, here's an example that AGS game can make it to Google Play for Android (made by eri0o): 
https://play.google.com/store/apps/details?id=com.vacaroxa.hellspuppy

Like said before, it's all possible, just may require some manual work with Android Studio.

Cool game!. Actually I'll contact with EriOo about it

Re: AGS engine Android port
« Reply #875 on: 31 Jan 2019, 00:12 »
@Mehrdad I added the Android Studio Project here!

Re: AGS engine Android port
« Reply #876 on: 31 Jan 2019, 05:55 »
@Mehrdad I added the Android Studio Project here!

Awesome!!. Thanks a lot, @eriOo. Your guides are great and amazing. Please let me try and there was any question let you know.
 

Re: AGS engine Android port
« Reply #877 on: 03 Feb 2019, 05:38 »
@eriOo
Great!!!!. It works perfectly for me. Thanks a lot. I made an apk for "Black morph" game.

The image is fictitious

I'm waiting for your video tutorials. I hope for fix sound noise too.
« Last Edit: 03 Feb 2019, 05:40 by Mehrdad »

Re: AGS engine Android port
« Reply #878 on: 28 Feb 2019, 14:56 »
Hi, I'm new to these forums, and I'm not sure if this is the right spot to post this, but I'm having a technical difficulty on AGS for Android on both my Android Phone and my Kindle Fire Tablet. Basically, when I attempt to run any AGS game from my SD Card, I get the following message:

Quote
Error

Unable to write in the savegame directory
Make sure you have write permissions, and also check the disk's free space.

I checked the app's permissions in app settings, and AGS is approved for everything it asks for. Also, there are gigabytes of extra space on my SD cards, so I don't think that the error message is being very helpful. The games still work when loaded from internal memory, but I'm running low on internal storage so it would be useful to load games from my SD card. Is there anything I can or should do?

Re: AGS engine Android port
« Reply #879 on: 03 Mar 2019, 17:41 »
Out of curiosity, from where did you install an AGS app?