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Messages - JanetC

#121
Engine Development / Re: AGS engine iOS port
Fri 13/07/2012 19:35:23
Quote from: Legba on Fri 29/06/2012 21:05:20A few games require navigation through keyboard inputs and, unfortunately, sometimes they require keys that aren't present on the iOS onscreen keyboard. Gemini Rue, for example, requires you use the CTRL key during combat and there's no CTRL key on the keyboard. There's actually a point where you have to hit CTRL or else you can't continue in the game, effectively making the game unplayable on iOS.

Heh, that's why I'm overhauling the Gemini Rue control system right now so that we can port it to iOS. :)
#122
Quote from: Snarky on Tue 03/07/2012 16:18:07
* Support switching fullscreen/windowed mode during gameplay

This would be awesome.
#123
Quote from: Crimson Wizard on Sat 23/06/2012 19:02:44As a matter of fact, here is probably Janet's repo :)
https://github.com/jeancallisti

Huh? I haven't written a line of code yet! :) Planning to start next week.
#124
Quote from: monkey_05_06 on Sat 23/06/2012 18:59:40JJS has done some work on porting the engine to iOS, but I'm not fully aware of the current status of that port (as I don't own any iDevices). You should definitely get in touch with him and check out his repo.

I've messaged him. Not sure where to start!
#125
I'm interested in helping port AGS to iOS and MacOS because Wadjet Eye (I'm Dave's wife and work with him) really needs portability at the moment for commercial reasons. I'm a C++ programmer primarily but I can turn my hand to anything. I can dedicate a lot of time to this.
#126
Hi, this is Janet Gilbert, Dave Gilbert's wife. I don't post here (yet) but I lurk!

I'm currently coding an AGS game for Dave, but when that is finished (in Summer), we have plans to do ports for AGS to Mac and iOS, with Android and Linux as future possibilities. Aside from that, we are interested in keeping AGS compatible with future versions of Windows as they come out. These ports are very important to us; we can't count how many times people have asked for iOS versions of our games! The ports would be "output only" - we wouldn't port the editor.

I've worked in the game industry as a professional programmer for about 12 years now. My main area of expertise is mobile/cellphone games. C++ is my language of preference, but C is fine too.

I haven't much knowledge of the source of AGS, so I don't know how much work would be involved in this but I'm confident it can be done.

We definitely need to coordinate these changes with whoever ends up managing the project, as they would likely be sizeable and extensive, although I will try not to run too roughshod over the code!  I'd like to be in touch with anyone else planning to port AGS.
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