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Messages - uswin

#1
Quote from: Joseph DiPerla on Mon 14/05/2012 01:06:06
Nixxon. You would have to build an APK File that would install both AGS and the game together. But thats not an easy task to do. I am trying to create something for the community so that you can all sell commercial games independantly in the Android Market. Of course, this tool will be available free of charge as well. Just give me some time to finish it up.

God bless man, I know you can do it. moreover, you might want to consider about google expansion drive implementation on your tools for a game that has data package bigger than 50 MB. this way developer doesn't have to pay a lot of server cost. This could be very good news.
#2
Engine Development / Re: AGS engine iOS port
Mon 14/05/2012 03:22:57
omg omg omg omg, this is sick, JJS, you are GOD  :-D :grin:

AGS community surely does have a good future starting from this.

Please consider a donate button on the project man or maybe a kick-starter campaign perhaps, no push though, its up to you.

Brilliant jobs jjs.
#3
Hi lucid, thanks a lot for stopping by at AGS community,
I just want to say good luck for Spriter. and welcome to AGS  :grin:

Really looking forward for the development of your spriter tool.
I believe this could be a great addition and benefit for adventure point and click game development.
Cheers
#4
For those of you guys who hasn't got a chance of playing this gem, it seem the original link already dead

so here is the mirror link of LITN Save our soul

http://www.mediafire.com/?gm6zigizgz39wd8

Enjoy
#5
Quote from: JJS on Fri 24/02/2012 15:57:46
New daily. Fixes bugs in 2.xx games caused by errors in the dialog interpreter and the loop selection algorithm. Ben There, Dan That is now completable and so should be Lost in the Nightmare.

Thanks a lot for fast update. Will try this ASAP and let you know if there is something.

Sorry i just managed to upload the LITN Deluxe version.
here it is
http://www.mediafire.com/?gm6zigizgz39wd8

I will post this in original thread also
#6
Quote from: JJS on Mon 13/02/2012 17:48:50
The engine now compiles for x86 Android devices, so the newest daily should run on any Android device available. An advantage of the x86 build is that it can be run in VirtualBox, which speeds up debugging (it's obviously faster than the Qemu ARM emulation).

Horrraaaay !!!
Will try to run this on as much android device as possible
Brilliant jobs Jochen
#7
Quote from: cianty on Mon 06/02/2012 22:27:38
I dunno if it's exclusive to my device (Nexus) but the backspace key doesn't do anything. Which is really annyoing.... jus started playing Ghost's Hubris on my phone and the prefilled text of "player" can only be extended with further characters, but not deleted.

You mean backspace in keyboard right, yeah this delete text feature hasn't been implemented yet by JJS. it is a known issue.
#8
Quote from: R4L on Fri 03/02/2012 04:31:49
JJS, I can't even describe how awesome this project has come along in such short time. From not functioning to almost perfect compatibility in this amount of time is impressive my friend, and I applaud you for taking the time to make it possible. You can't beat playing 6 Days a Sacrifice in bed when I'm too lazy to get up and play on the computer. Especially considering my phone is very limited in terms of games.

Seriously man, bravo.  :=

Couldn't agree more mate.
This is absolutely a brilliant effort to make the AGS step up to the next level.
Kudos.
#9
Quote from: JJS on Thu 02/02/2012 08:38:12
David_OSU, thanks for the info! The problem is that the compiler generated code for neon, but to target the Tegra CPU it has to be set to vfpv3-d16. Fortunately this was easy to fix, a problem in the optimized assembler code would have been very hard to resolve for me.

Thanks god it is not that friend.  ;D
#10
Quote from: JJS on Tue 24/01/2012 08:13:11
EDIT:
Regarding the theora crash: Uswin or David_OSU, does anyone of you have a rooted device? If so, can you post the output of the command "cat /proc/cpuinfo" in a terminal emulator? I guess you can also open the file in a text editor/viewer. Somehow I suspect that the Tegra 2 lies about its available features.

EDIT 2:
Maybe this new daily fixes the theora problem on Tegra CPUs: http://jjs.at/daily/AGS_2012-01-24_19-04-16.apk
But it is a stab in the dark. I will post the source later because my local repository got out of sync with the online one and I have to fiddle around with it some more to make it usable again ::).

JJS, Unfortunately I don't have an access to rooted device yet,

but Good news, I confirmed that using the latest AGS_2012-01-24_19-04-16.apk, the theora crash DOESN'T OCCUR on LGP990 Optimus 2X ANYMORE. Kudoooos.  ;D ;D ;D
Where is the LIKE button mate !!
#11
Quote from: JJS on Mon 23/01/2012 07:31:54
Uswin, you write that the Theora crash is gone on your Sony Ericcsson Xperia Neo V. But I remember that the original crash occurred on a LG P990 Optimus 2X. Can you confirm that the crash is also gone on that device? The logcat I have shows a SIGILL exception which means that an illegal instruction was fed to the processor.

The "framedrop" option cannot really have influence on the crash btw (at least not in a way that I can imagine).

Hi JJS, yes, I confirm that the Theora video still crash in LGP990 Optimus 2X, in Neo V it is working fine. Here are the newest log that I had, you might want to check it out again.

Device:
http://www.hostfile.nl/files/vhk9ifecsn/1445/device.txt

Log
http://www.hostfile.nl/files/6en722ymff/1446/logcat.txt

Video of Crash:
http://www.hostfile.nl/movies/6pbd92c3gp/125/ags_theora_crash.avi

BTW, I want to suggest regarding stretch to screen function,
If possible, make stretch function into 3 option
Option 1. Original size. (already implemented)
Option 2. Fit to Screen (correct ratio). (already implemented)
Option 3. Stretch to screen (without correct ratio). (Stretch game to the maximum screen available without correct ration).

Regarding newest version of APK,
it seem that if the game is using a lot of heavy function such as fade in fade out (I use this a lot to pop up the Speak GUI), the game performance might get slow down a bit, the fade in fade out effect come out a bit slower sometimes (Not always).
My game is 640x400 with a lot of color image as bg room (the photo taken using HDR tech).

Regarding sound,
I confirm that the music and sfx still got stuttering on my game even after turning of the Multi-thread sound function. This issue doesn't occur on other AGS game that I tried so far, for example Purgatorio, Lost in the nightmare, Airwave, Donna. this multi-thread seem working on other AGS games.

So the problem could be from my game itself, maybe I haven't optimized the code yet or something, I have no idea either. but my game doesn't stuttering in windows after using your Windows Fix, kudos for that.

So for now, my only solution for android now is using WAV as audio files, as this will not stutter the audio at all in android.

Thanks a lot. Will inform if there is anything. Cheers
#12
Quote from: JJS on Mon 16/01/2012 09:45:55
Alright, I decided to do builds of the Windows engine too. Check it out here: http://jjs.at/daily . It should fix the sound skipping.

Yeah, same as Snarky, I have tried your fix JJS, and so far it really does magic, The music and sfx doesn't stutter when I change room, so far not even a bit.

Usually before when I set my graphic accelerator to D3D9, the music and sfx always stuttering when I change the room. After I use your fix, the issue doesn't occur either if I set the graphic to D3D9 or Direct Draw 5. KUDOS for that !

the android port still has a sound stutter though, will post it in your thread.

Thanks.
#13
Quote from: JJS on Sat 21/01/2012 16:04:40
There does seem to be a problem with theora video playback on nVidia Tegra devices (like yours and uswin's). The crashes in the Sierra remakes occur most probably when the intro logo video is supposed to be played. I guess I have to find a way to make the use of advanced CPU feature optional.

I just tried The Infinity String and I can confirm that the space key is not properly detected. In general keyboard input via hardware keyboard or via software (press the MENU button) should work.

Thanks for the reports!

Hi JJS, thanks a lot, it seem that after I installed the latest apk AGS_2012-01-17_18-49-50.apk the issue is gone.

It seem that I have a corrupt game data (My bad), because after I recopied my game into the ags folder again, the game run smoothly and I could not reproduce the crash bug anymore, and guess what,

THE THEORA video can run smoothly on my device Sony Ericcsson Xperia Neo V (I unchecked the setting "DROP FRAME IF NECESSARY" to OFF. Horray for that !!!  ;D

So it now basically my game almost run perfectly on my device. Haven't try this through yet but I found a bug,

If you interrupt the game by minimizing it, when you go back to AGS, the game will reload instead of back to last state. unlike in previous apk version.

Conclusion, so far this is really neat friend, almost come close. Brilliant JOB ! ;D

Will report if I found something. 
#14
Quote from: JJS on Wed 18/01/2012 08:08:36
Quote from: cianty on Tue 17/01/2012 22:25:36How about a plugin to enable the players to configure the android.cfg in-game?

Uswin, I tried to reproduce the crash and I can't unfortunately. I tried it on a HTC Desire S where everything ran smoothly. I will send you a version that logs more debug output if that is ok for you?

Let me try that mate,
I don't have any idea too as of why the game crash using the apk from AGS_2011-12-29_15-16-10.apk - AGS_2012-01-05_21-40-39.apk, the game will quickly crash as soon as it is launched.

Thanks a lot, cheers
#15
Hi JJS, thanks for the newest update for AGS android port

Just want to report though

Using the apk from AGS_2011-12-29_15-16-10.apk - AGS_2012-01-05_21-40-39.apk, the game will quickly crash as soon as it is launched. I have tried this on LGP990 and Sony Ericsson Neo V.

This issue doesn't occur in all previous apk before AGS_2011-12-29_15-16-10.apk.

Please see the following crash logs and video

Crash log :
http://www.hostfile.nl/files/m7gtl816ba/1434/device.txt
http://www.hostfile.nl/files/m15e7f902r/1435/logcat.txt

Crash Video :
http://www.hostfile.nl/movies/9jtacq83yq/124/NeoV_Crash_while_launching.avi

You might want to check this issue out.

Thanks a lot.
uswin
#16
I have just tried "Lost in the nightmare" in my LGP990

a bug occur, standard message box are missing the background color (white), so it is almost impossible to read the message box since in this game the display text are in black and the message box is in white.

Other than that, still run almost flawlessly.
Well except the stuttering sound which is a known issue in AGS.

Will report back to you guys if I found something else.   
#17
OH MY GOOOOD. JJS,
Thank you so much for making AGS to be able to run in Android.
Confirming that this is working on my LG P990 smoothly.

This is like a dream come true man. I wet my pants off as I write this  ;D.

Well, still need improvement regarding controls and playback of ogg movie though.

especially regarding how to optimize right click function and tapping.

I really hope you doesn't give up on this android port project friend.

Will get back to you guys if I found any bugs.

Thanks a lot. I really mean it.  :) ;) :D ;D

#18
Quote from: Gilbet V7000a on Mon 29/11/2010 09:44:25
So, the problem does not appear when you execute the game, but appears only in-game when a game is loaded, right?

Then, it's not completely not* related to the AGS engine I think. It's possible that when a game is loaded the engine does some sort of reset in the system, which causes this.

One thing I can think of that may be the cause of this, is the inclusion of the Gamma correction functionality (see the System.Gamma and System.SupportsGammaControl properties) in recent versions of AGS. That when you save a game the current Gamma value is saved, so that when you next load the save game the Gamma setting would be restored to whatever it was. This can cause troubles if you have changed the colour settings in the graphic card driver, but when you launch an AGS game it wouldn't check for this unless you change it in game yourself (i.e. the game just leave the value at the default 100, but in fact according to the settings of the driver it's not 100), so when a game is saved, the default Gamma value (100) would be saved in the save game as well, and then when the game is restored the engine would set the Gamma to 100, which is different from what you might have set in the driver. Ideally, the engine should detect whatever setting the driver is set to (if possible) and internally scale the values so that this particular value is equivalent to 100 in the game.

*Hope you understand the doubly negative phrase here.

I see the point, i have thought about this too, this might be related to ags, since i have a game which didn't change the color correction. in ati catalyst control center it says,  If third party try to overide the the color correction, this ati color correction will be disabled and you need to reactivate later to return to previous setting.

Well not much to do i guess, just hoping for this issues to be solved in the next ags releases.
#19
Quote from: Gilbet V7000a on Mon 29/11/2010 05:06:59
Does this happen under D3D9 or DX5 mode or both?

Possibly hard to fix though, if this really is more related to the graphic card's driver.

this issues happened under both d3d9 and dx5, only when i load the save game in fullscreen. but when it is in windowed mode, everything seems just fine.
#20
Quote from: Matti on Sun 28/11/2010 20:16:23
Unfortunately I don't have a solution but I got the exact same problem and it's quite annoying. I'm using a different laptop though.

I never thought about posting this here though as I guess it's a general problem with the color correction and it's the same with other games, not only AGS ones.

Thanks Matti, i guess that's more of vga driver issues rather than ags. well too bad, since laptop is widely use nowadays
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