Author Topic: Plan for browser support  (Read 2886 times)

Plan for browser support
« on: 17 Aug 2015, 11:26 »
Hello, I know that the current version of AGS can't export the game for browsers. Are there any plans to make somehow the game to be exported for web? I know about XAGE. I'm asking for something AGS official.

Re: Plan for browser support
« Reply #1 on: 18 Aug 2015, 02:59 »
That would be pretty amazing wouldn't it.  I am keen to look into it if others are.

Retro Wolf

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Re: Plan for browser support
« Reply #2 on: 18 Aug 2015, 13:32 »
This is also a dream of mine! Though I'm under the impression it would be quite an undertaking to get the engine exporting HTML5 games.

I've been working on and off for a while on a HTML5 point and click project template in game maker but it pales in comparison to what features AGS has to offer.

amateurhour

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Re: Plan for browser support
« Reply #3 on: 18 Aug 2015, 17:20 »
+1

I've played around with a pretty solid engine in GameMaker: Studio for point and click games and while it's got fairly good movement mechanics and pathfinding it's SOOOOO tedious to set up dialogue trees in GameMaker, or cutscenes, for that matter.

I know Adventure Creator for Unity is pretty sharp and the guy who was working on the Adventure Game Engine (AGE) which was made in Unity finally released a beta but that's still an entirely new piece of software to learn and I don't think he plans to really support it (in a community sense)

Hell I (personally) don't need iOS and android exports, just having a web export would be awesome though.
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Gurok

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Re: Plan for browser support
« Reply #4 on: 19 Aug 2015, 00:17 »
For fun, I started porting the compiler to Javascript (to output Javascript). I ported the lexer and started on the compiler. It's given me a better understanding of some of the compiler's holes and limitations. Not sure if I'll keep going.

www.googledrive.com/host/0BxqtI5LnL9VYblRKNXdkWThFWFk

You can test it out by showing the console and entering something like "struct A;" in the textbox, then clicking Go. On a successful compile, it'll dump the internal symbol list and the symbol table. Unsuccessful compiles will throw errors.

Re: Plan for browser support
« Reply #5 on: 28 Aug 2015, 01:24 »
I agree with "amateurhour",..
Personally 1 don't need iOS or android exports (could be intresting,but,..), just having a web export (html5(?)) would be awesome, and should be able to run on most devices and OS's.

Doing this in Flash would (if i`m not mistaking) greatly limit the number of devices the games could run on.
one of the things that seem problematic to me would be save-files

Re: Plan for browser support
« Reply #6 on: 30 Aug 2015, 17:08 »
WebAssembly support is something to look at for the purpose.
Quote from: Wikipedia
WebAssembly or wasm is an experimental efficient low-level programming language for in-browser client-side scripting, which is currently in development.
WebAssembly is portable bytecode which is designed to be faster to parse than JavaScript, as well as faster to execute.