Author Topic: AGS engine Android port  (Read 231403 times)

Re: AGS engine Android port
« Reply #900 on: 10 Aug 2019, 04:34 »
Hey cat! That's cool! If you want to try with the apk, you just get it on your phone and place the game there. Probably what CW linked there works fine.

For your case I think you should go with the phone you have. I have dipped my toes in two vertical games and made them 180x320. They are linked in my signature.

Some recent phones are coming with even more elongated screens - my phone 18.5:9. But I still think 16:9 is fine.

If you want to build your own .apk, I have released every Android Studio project I used on GitHub. I couldn't figure out how to write well the README though, so everyone who tried did hit a rock at some point and messaged me, so any hit just write me up or hit an issue button on GitHub.

cat

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Re: AGS engine Android port
« Reply #901 on: 10 Aug 2019, 09:05 »
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.
I downloaded the package and installed it on my phone. I was able to start it and play a 3.5.0.14 built game, but weirdly, the app does not show up in my app-list (the one you get when swiping up on home screen, yalp store shows it, I don't have or use the Google store). Is there a setting or something to make an app show there?


@eri0o: My partner suggested to use 1280x720 because this will work on most phones (going for hi-res). I'll use that for now.

Re: AGS engine Android port
« Reply #902 on: 12 Sep 2019, 22:59 »
AGs for Android still crashing... :(
Was there any new SVN version I might check and see whether these issues have been improved? :(
« Last Edit: 12 Sep 2019, 23:08 by Jinx1337 »

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 #903 on: 12 Sep 2019, 23:13 »
Was there any new SVN version I might check and see whether these issues have been improved? :(

Not sure what you refer to as "svn version", but there were no updates specific to Android code recently.

We do not have any developer who would know how to work with android well enough afaik.
Personally I am currently focused on releasing AGS 3.5.0 generally on Windows/Linux.

As soon as I get a spare time I may build a new APK, but cannot say if it's going to be any better.
« Last Edit: 12 Sep 2019, 23:17 by Crimson Wizard »

Re: AGS engine Android port
« Reply #904 on: 26 Oct 2019, 11:06 »
"- Plugin support including AGSBlend and open-source recreations of the Snow/Rain and Flashlight plugin"
How do I use specific plugins with Android port? Should I plut them into specific directory?

Re: AGS engine Android port
« Reply #905 on: 26 Oct 2019, 11:24 »
Plugins are built with native code, the supported ones are already placed along with the AGS Engine in the Android port.

Re: AGS engine Android port
« Reply #906 on: 02 Nov 2019, 12:32 »
Thanks. Am I correct that in order to make stub for Steam or AGS2Client I would have to make it manually in Android branch? That would help me with some commercial releases, let's see if I can find some time for it on holiday season.

Re: AGS engine Android port
« Reply #907 on: 02 Nov 2019, 14:13 »
If you manage to build ags for Android native libraries you can check how it builds the plug-ins currently. There's a new Android project in the works that will enable doing it directly from Android Studio (cmake + gradle), but I can't say when it will be ready.

Alternatively you can ask the guys from Clifftop Games since they have a working jni plug-in for actual achievements under Google Play - I have never seen the code though, only played their games from Google Play.

Re: AGS engine Android port
« Reply #908 on: 06 Nov 2019, 11:59 »
Thanks for the tips. Seems like a lot to dig through.