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Messages - CraZyMuffin-IPC

#1
Quote from: mätzyboy on Mon 16/01/2012 13:40:36
I've been looking at the ios and mac port of wintermute, but have yet to make anything... Thought i'd mention in case anyone else wants to have a go.

http://res.dead-code.org/doku.php/wmelite:start

Haven't seen wintermute before, looks interesting. If I can't get my CAG engine going I will definitely look at porting over to there.
#2
I have been finding some time recently to work on this, and each time I come back to it I think of a different way to handle things and redo some work.

I'm currently working on importing all of the xml data for the game (exported from ags), and putting them into objective-C objects. As opposed to my old way of manually copying this data over by hand
#3
I am also still working on my iphone/ipad AGS-esque engine (not a port, I started on it before AGS went open source), slowly though... have very little time for it at the moment.

I took a quick look at the gitorius link provided, dont see much in terms of MAC support, but if someone out there is working on getting AGS onto the MAC platform I would be interested in hearing about it.
#4
Thanks!

I went with OpenFeint because of the ease of use and availability compared to GameCenter. A lot more features, more people can use it, and you only need to make 2-3 short function calls to the OpenFeint libraries to set it up and use it.

Also, after OpenFeint is integrated into your app, you flip a switch and enable GameCenter. It does all the work GameCenter setup, connection, leaderboards, achievements, ect. for you.

I will get around to enabling GameCenter at some point, but I am being pushed to make improvements and new holiday themes for the game.


If you implement GameCenter, you have to do a lot of work to get it setup and make calls with it. You get to handle all in which your app may be used (what if the device is not connected to the internet, ect). Not very fun.
#5
Oops, got side-tracked there for a while. Contracting for a local company, recently released my first game with them.

I am back working on this project again. Just about ready to throw up an open source project that anyone can grab.

The good news is that I found out I can turn anti-aliasing off, allowing a 320x200/240 game to scale full screen on the ipad with no distortion. Looks beautiful.
#6
MOTAS, Mystery of Time and Space.

Was a really good game, took me all night to beat it (without a walkthough).

I don't remember a callout to AGS though.
#7
excellent stuff there clarvalon! I have not playing with monotouch at all, so I dont know how much control you have over the openGL ES code, but you just need to rotate the openGL view and scale it a little to make it full screen.

I am still working on my conversion here, will try and post some technical info as soon as I have some time. I got caught up on the whole iPhone vs iPad resolution thing. and as expected, the iPad is a lot better suited for a AGS conversion then the phone is.
#8
Quote from: clarvalon on Thu 02/09/2010 13:45:39
Coincidentally I've been playing with a Mac and the iOS sdk in the last few days, so your project is very interesting.

It seems that, whilst you're porting the game manually, you might still benefit from some automation.  You may find the XAGE Exporter plugin for AGS Editor useful, as it pulls out some game info that's otherwise held in proprietary formats (room details, etc) as xml.  You could even write a routine to automatically convert the AGS scripts into your native iPhone engine code.  As this would all be done before compilation it would not fall foul of Apple's fiddly Terms & Conditions.

Speaking of which, Apple's changes to their T&C's appear to be aimed squarely Adobe, as they really don't want the Flash -> iPhone recompiler to take off.  However it doesn't look like they're uniformly enforcing their own rules, as engines like Unity power plenty of iPhone games.  There has also been confirmation that an XnaTouch game, which relies on Mono, has been approved to the App Store.  As XAGE would rely on these libraries I'm optimistic it will become a viable platform.

Good luck!

Hi Clarvalon! That is good new indeed!

After I get my libraries working and my game ported over, I will have to look more into automating the conversion. I have seen your XAGE plugin to export the rooms (I read though all of your blog posts and comments, really good info in there!) and I am currently using it to pull out mostly graphics information right now (hotspots/walkable areas/objects/etc).

I will be posting some more technical discussion this weekend, and I hope you will be able to offer some advice in the areas I will be getting stuck. I am also hoping there will be some useful information you can use on your XAGE project!
#9
EDIT: credits screenshot moved to main post.

I am in need of a prefix for most functions/variables, so I have decided on "cag" for Cocos Adventure Games (I am using the Cocos2d iPhone game engine, and subclassing a lot of their functions. Cocoa is the OSX touch framework, so Cocos Adventure Games = Touch Adventure Games for OSX)

This means that you will use such objects called cagCharacter, cagRoom, etc. when programming your game.

Title updated to reflect this addition.
#10
Quote from: icey games on Tue 31/08/2010 16:38:43
tell me, even if you are successful how do you plan to get the game on to there...i was thinking an ags app store but maybe you can just download from on the ipad and it will convert them from the device.or maybe on ags achives they can add an ipod/ipad section for converted games that you can download from there.

There are a couple ways to get a game you make for the iPhone/iPad onto the devices.

1) build your source code to your personal iPhone/iPad (requires an iPhone developer license from http://developer.apple.com/ at $99 per year) (also requires an intel-based mac)

2) send your game though apple to other people as beta testers, these copies of the game only last for a limited time period I believe. (again, requires an iPhone dev account)

3) When your game is complete and ready for release, you send it to apple then anyone can download/buy it from apple (iTunes).

4) or if you dont like apple and there need for 100% control, release your game on the jailbreak appStore. But you will not find nearly as many users there.
#11
Quote from: mog.net on Mon 30/08/2010 18:24:46
YESSS!!! If this is truly possible I can start making my games for the iPad, If this work's I will be getting one very soon ;]

The same reason/excuse that got me to run out an grab an iPad! I started working on my conversion, but I really wanted to see my game running on an actual device.


Quote from: Mr Flibble on Tue 31/08/2010 15:44:01
I'd be very interested to know how you were going about doing this.

I am glad to see there is interest in this, it is making me even more excited to stay up late/not sleep, just to work on this project some more. Hopefully I will not keep you waiting much longer on the implementation/technical details. I plan to post about it soon.


Quote from: Dave Gilbert on Tue 31/08/2010 16:08:52

I just wrote a blog entry about this last week! :)

Converting my stuff to the iPhone or iPad would be a huge boon, although the amount of time and/or money I'd have to invest in order to do the conversion is too high for me right now.  If someone created a iPhone/iPad equivilent of AGS, I'd be all over it.  

Thanks for the link to your blog, been looking through your excellent posts there!

My plan (at least for now, things may change) is not to create an adventure game GUI editor for iPhone (equivilent of AGS), or a 1-click conversion program from AGS->iPhone (which sounds like it would be against apple's license agreement). But the libraries I am making should be a good start. My stuff should be able to use a lot of information exported out of AGS, with the majority of the work left to do related to converting the scripts/code/modules to Objective-C syntax. (has been pretty straightforward so far)

As for the cost, yes it might take some time/money, but think of millions of iPhone/iPad users that your game will now be exposed to. Yes the iPhone game market is heavily saturated, but the Point-and-Click adventure game market is still WIDE open, and becoming more popular. (I only found a dozen total point and click games on the appStore)

Also, to help offset that cost, I would be more then happy to help out with any AGS->iphone project (free/cheap depending on if its a free or commercial game). I would like to see as many AGS games make it to the appStore as possible!

Get in touch with me when I am near completion on this project (or sooner) if you are looking for some cheap help to get yours over. (that goes for anyone)
#12
Quote from: Darth Mandarb on Sun 29/08/2010 17:31:10
I find the prospect of playing [any] games on my iPhone less than pleasing ... however, I do have an iPad (and it seems you do too from the pix) and I think it'd be a perfect platform for playing Adventure Games.  Had I any idea how to do a iPad port I would be ALL over it!!

I totally agree. I started my conversion directly to the iPad first (as you saw in the pics), planning on ignoring the iPhone. But once I took a look at the reviews and ratings for some of the existing "point-and-touch" games currently on the iStore, the iPhone versions seem more popular (atleast more downloads), and there is not a lot of complaining about the small screen size.

I also might add that it is super super easy to release an OpenGL app that is universal (takes up the whole screen on both the iPhone and iPad, with no 2x button on iPad), so it would be CRAZY to only release a game to the iPad, and leave the larger population of iPhone users out in the cold.

I will post more techincal details in the proper forum, but the biggest thing that is making the graphics problem so easy (iphone/ipad resolutions) is because they are both the same aspect ratio as 320 x 240 (320 x 200 + perminent status bar GUI + perminent menu GUI in my game's case) and the iPhone/iPad will do all of the scaling work for you at very little processing cost (both graphics and touch input). Now if you want to release a higher resolution verison of your game for the iPad, then you have to do the extra work yourself for anything that uses coordinates.

but since my game (and many other AGS games) are low enough resolution that they will look just as good scaled up on the iPhone and iPad, in my first post iPhone == iPad
#13
After seeing the success of some classic point-and-click game ports to the iPhone (Myst, Monkey Island, Beneath a Steel Sky, etc), I have started taking a look at porting my AGS game, The Legend of Seth the Bard: http://www.adventuregamestudio.co.uk/games.php?action=detail&id=1229

Looking at the reviews and comments for the ports, it looks like they are enjoying playing this genre on the touch interface, and they are clamoring for more (both ports of classic games, and original creations).

I know my game is nothing special, and in many aspects sub-par. But it is a full-length game, and I figure its not a bad first submission to the app store.

More importantly though, my plan is to share all of the code I write to get my AGS game running on the iphone. No, I am not writing a converter for AGS->iPhone, as that is against the apple license agreement. And no, I am not implementing all AGS features (so _your AGS game here_ will not be instantly convert-able to iPhone). However, I hope to get the basic features implemented, which I hope will help others with getting their AGS games onto the iPhone.

I have started my conversion, and I am happy with what I am seeing so far, but there is a lot left to implement (I will post more tech details/questions on the Technical Form). Here are screens of the LOSTB intro sequence and main menu running on my iPad. The intro sequence runs the same as the AGS version, and the menu is fully functional (with the exception of the characters parading on screen, as I have yet to build the animations for other characters). Also added a screen of my credits room 100% complete. Starting to work on in-game rooms, attached a new screen of the starting room in all its pixelated glory.





During/after working on getting my own game to the iPhone, I would also be happy to help others with this conversion, especially other short/simple games. I will do this for free, as long as the apps I am working on are released on the iStore for free.

I will also assist with porting over commercial games, but I will require some sort of fee (either 1-time or profit-sharing) if you plan on selling it on the iStore. I am currently working as a Software Engineer / Game Design contractor, so I am always looking for additional contractor work on bigger projects.

If any of this sounds interesting to you, please respond here or shoot me an email.
#14
Thanks for the bugs Leon, I updated the download link to a new verison.

Fixed a few hotspot names, did a spelling/grammer check on all text (still not perfect..).
Fixed an animation loop that greyed out the restart/load box on death.
Fixed the dragon den from closing and locking after it was opened successfully.
#15
Has anyone gotten a chance to play this game? I would really like to know what you think of it, or if there are more bugs which I can fix.

I noticed the download page doesn't have any comments or a rating for it yet either, if anyone would like to rate it.

On a side note, I finished a sequal to this game, but it is actually an MMORPG using the Torque Game Engine and the Torque MMO Kit by Prairie Games. I know it doesn't belong in these forums, but if anyone is interested in checking it out, you can navigate to my projects home page (listed above) and join me and my friends for some adventures in the 3D realm.  ;)
#16
Thanks Tier, got it re-uploaded.

I also added a features list to the Game Description page,  some things to look out for while playing.
#17
Debug mode?  ;D

oops... ok I commented out the key functions, will that do?

updating the download link now.
#18
The Legend of Seth the Bard:
A combination of KQ1 graphics/gameplay and the story of the old BBS game, The Legend of the Red Dragon.

This has been my first experience with AGS, and I made this game in about 2.5 weeks as a 2D game design project for school. Also the interior graphics were done up for me by an awesome friend, but we ran out of time on the exterior screens, so I had to do those in paint in the last two hours before it was due. So don't judge me too harshly.  ;)

Screenshot of the Town Center:


Check it out in the AGS Game page here.

Additional information, and the first version of the game can be found on the in-production forums here.

Additional games I have made (non-AGS related) can be found here.
#19
For dialog, I would really like to stick with the same textbox as display, I just need a way to let the name of the character who is talking stick out.

I have been playing with the dialog features, the say() function, and the different styles (lucas, sierra) but it is looking like it will be a pain to make all of the dialog use the same box and location as Display, only in a diffenert color.

The hypertext module has the same problem, looks to be a pain to make it look how I want, only to get a bold effect on the character name.

Edit: I just found DisplayTopBar(...), looks to be a lot closer to what I am looking for, wooo!
#20
Thank you for the lashing sir, may I have another?  ;)
I mean, I have updated my post with (I hope) the necessary information.

Thanks Arj0n, I was wondering if I should be making my inventory/invCursor items a little bigger, guess I will have to work on that. Also I am still looking at options for using dialogue text, I was looking at the hypertext module, so I could underline or bold the name of the person who is talking. I guess I should look into coloring also. (Is there a way to have multiple colors in the same text box? I guess I should look into the hypertext module if it supports this, or if there is another one out there that supports this function)
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