Author Topic: AGS engine Android port  (Read 232258 times)

Re: AGS engine Android port
« Reply #880 on: 04 Mar 2019, 03:14 »
I installed it from this thread: https://www.adventuregamestudio.co.uk/forums/index.php?topic=56887.0

I'm guessing that's the most up to date version of the app?

Re: AGS engine Android port
« Reply #881 on: 31 Mar 2019, 22:09 »
Hi everyone  :)

Does the Android AGS port have support for intents? So that you can launch games running on it from a frontend such as Hyperspin?

If not then are there any plans to add such?
I know a lot of people would appreciate such a functionality.

Re: AGS engine Android port
« Reply #882 on: 16 Apr 2019, 08:43 »
Unavowed doesn't work for me. Tried both steam and gog versions. It stops at startup with a message about achievements. Is there a workaround to this? Using latest 3.4 version

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 #883 on: 16 Apr 2019, 11:49 »
Unavowed doesn't work for me. Tried both steam and gog versions. It stops at startup with a message about achievements. Is there a workaround to this? Using latest 3.4 version

Please, in cases like this include actual error message. But I will make a guess it is "script link error" because Android port does not include steam/gog plugin.

If that's the case, then perhaps first solution is to build and include steam/gog stub plugin into APK along with others.
In the past Monkey0506 also suggested embedding plugin placeholders for steam/gog client into the engine, but I did not realize why it may be necessary at first.

These are two ways, I believe either may be tried. I'd try building separate plugin stub and including into APK first, because that does involve modifying engine code. If that won't work for some reason, then try another one.

PS. That said, I have to make a formal warning that running the game on its own does not guarantee it will be playable on touch-screen device. If it's not then probably waiting for Wadjet Eye to produce a mobile version of their game would be better (idk if they are planning).

PPS. We are currently trying to work this problem out.
« Last Edit: 16 Apr 2019, 12:57 by Crimson Wizard »

Re: AGS engine Android port
« Reply #884 on: 16 Apr 2019, 20:37 »
PPS. We are currently trying to work this problem out.

Awesome!!!

Another feature request.  Kathy rain on play store has a function that shows all available interactive hotspots on the scene when you longtouch which is very handy on android. Can we have something like this in the options for every game?

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 #885 on: 16 Apr 2019, 22:10 »
Another feature request.  Kathy rain on play store has a function that shows all available interactive hotspots on the scene when you longtouch which is very handy on android. Can we have something like this in the options for every game?

I believe that may be theoretically possible to do, but this is something that has to be devised and coded from scratch. In existing games this is done with scripting, which we cannot replicate in the engine as-is.
« Last Edit: 16 Apr 2019, 22:21 by Crimson Wizard »

Re: AGS engine Android port
« Reply #886 on: 28 Jun 2019, 12:16 »
Unavowed doesn't work for me. Tried both steam and gog versions. It stops at startup with a message about achievements. Is there a workaround to this? Using latest 3.4 version

Please, in cases like this include actual error message. But I will make a guess it is "script link error" because Android port does not include steam/gog plugin.

If that's the case, then perhaps first solution is to build and include steam/gog stub plugin into APK along with others.
In the past Monkey0506 also suggested embedding plugin placeholders for steam/gog client into the engine, but I did not realize why it may be necessary at first.

These are two ways, I believe either may be tried. I'd try building separate plugin stub and including into APK first, because that does involve modifying engine code. If that won't work for some reason, then try another one.

PS. That said, I have to make a formal warning that running the game on its own does not guarantee it will be playable on touch-screen device. If it's not then probably waiting for Wadjet Eye to produce a mobile version of their game would be better (idk if they are planning).

PPS. We are currently trying to work this problem out.

Hi!

How is 'working that out' going along?
Which one is the newest version for android?

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 #887 on: 28 Jun 2019, 15:12 »
How is 'working that out' going along?
Which one is the newest version for android?

It's done in code, but I forgot to upload new APK.

Re: AGS engine Android port
« Reply #888 on: 02 Jul 2019, 23:26 »
How is 'working that out' going along?
Which one is the newest version for android?

It's done in code, but I forgot to upload new APK.

Can I kindly ask you to upload it? :)
There's plenty more games we could take on the run, but are unable to run because of this bug (Unovowed, last version of Heroine's Quest, Mage's Initiation).
« Last Edit: 03 Jul 2019, 16:47 by Jinx1337 »

Re: AGS engine Android port
« Reply #889 on: 03 Jul 2019, 00:27 »
Also - anyone got problems with TECHNOBABYLON randomly crashing? :(

I am using the GOG version on a SNAPDRAGON 855 device (Samsung S10+) so should be more than enough.
« Last Edit: 03 Jul 2019, 00:31 by Jinx1337 »

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 #890 on: 03 Jul 2019, 21:37 »
Here: https://www.dropbox.com/s/pem2q8fdyojks4h/ags-3.4.4.apk?dl=0


But I haven't tested myself yet.

There will be a 3.4.4 update, primarily for non-Windows (linux & android ports).

I am hoping for automatic building in the future so that I don't have to do this by hand every time.

Re: AGS engine Android port
« Reply #891 on: 04 Jul 2019, 05:56 »
Thank you!

All the games start now!
That said, I am having some issues with some of them.

1) As mentioned previously in this thread, only software mode actually renders any graphics. Hardware mode equals a black screen.
2) Technobabylon / Unawoved randomly crashing without an error. Seems completely random too (some sort of cache/buffer overflow?). Other than that, they're running perfectly without any hitches. What might be the issue?
3) Would it be possible to add a RELATIVE MOUSE sensitivity setting? I only play games with relative mouse, to the point of actually choosing running games through AGS rather than their native android ports (I hate point and click on a the phone).

Thanks for your great work.

Re: AGS engine Android port
« Reply #892 on: 04 Jul 2019, 09:06 »
Small update:

tried messing with cache settings, disabled multithreading, checked the empty cache on room change in ini - same thing. Completely random app exits. Sometimes it works for 25 min, other times it quits in 5.

Tried Quest for Glory 2 VGA - doesnt have this issue and is completely playable using Hackers Keyboard set to transparent and with FN pressed for NUMPAD (tho the keys are mismatched - you need to map them to numerics manually in the game options).

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 #893 on: 04 Jul 2019, 13:37 »
We have an issue tracker here: https://github.com/adventuregamestudio/ags/issues

Please post your problems there, because in this thread they will likely be missed and forgotten. Also there's no active Android port maintainer at the moment, so it may take time before these will be actually adressed.

Re: AGS engine Android port
« Reply #894 on: 04 Jul 2019, 17:09 »
Done (I can't however add proper labels?).

It's sad that there's no active maintainer :(
I have been using AGS since the PSP port... would love to see it get some Android love.

Re: AGS engine Android port
« Reply #895 on: 10 Jul 2019, 02:09 »
CrimsonWizard - I have been testing various AGS games on ANDROID now, and I have a little request (it that ain't too much to ask for).

Could you be so kind and compile the last version of AGS known for having HARDWARE mode working, with the steam/gog achievments stubb plugin fix that youv'e made for the recent version?

I want to see if the crashes are somehow tied to SOFTWARE mode, since I am also getting them with other games (such as the KQ remakes), also completely random.
I do not think I am observing these with the previous version, but I need the achievment fix to see some more demanding games (Unawoved etc.).

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 #896 on: 10 Jul 2019, 15:02 »
Could you be so kind and compile the last version of AGS known for having HARDWARE mode working, with the steam/gog achievments stubb plugin fix that youv'e made for the recent version?

This is an APK for latest 3.5.0 beta: https://www.dropbox.com/s/t5qcscn803j5kyk/AGS-3.5.0.14.apk?dl=0

It probably has same issues with hardware mode though: works on some devices and does not work on others.

cat

  • Mittens Baronet
    • cat worked on one or more games that won an AGS Award!
    •  
    • cat worked on one or more games that was nominated for an AGS Award!
Re: AGS engine Android port
« Reply #897 on: 07 Aug 2019, 19:34 »
I want to make a game and run it on a tablet or phone as well as PC. I don't need to bundle it for play store, just launch AGS on the phone and then select the game there.
Which version of AGS and the Android engine should I use? i.e., which is currently the best/most stable combination?
Should I go with 3.5.0.14 for both?

And what is the recommended resolution for a mobile device?
« Last Edit: 07 Aug 2019, 20:40 by cat »

Re: AGS engine Android port
« Reply #898 on: 07 Aug 2019, 22:55 »
Are you doing this for a museum or interactive exposition?

For non Google Play Android, the latest is fine. For now, it's best to disable threaded audio.

Resolution depends of style. Do you mean aspect ratio?
« Last Edit: 07 Aug 2019, 23:16 by eri0o »

cat

  • Mittens Baronet
    • cat worked on one or more games that won an AGS Award!
    •  
    • cat worked on one or more games that was nominated for an AGS Award!
Re: AGS engine Android port
« Reply #899 on: 08 Aug 2019, 08:10 »
I'm doing this for my toddler ;)

The game is probably going to be high-res, so yes, what aspect ratio is recommended for phones?

And where do I get the latest AGS apk? Is it the one CW linked a few posts above?