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Messages - JanetC

#21
Quote from: Crimson Wizard on Sat 22/04/2017 15:46:10
The truth, that I has finally realized, or rather forced myself to admit, is that I am coward. The simple and terrible thing was that I was not brave enough to try something like, for example, scotch is working on right now. Even though I was supposed to, believed I should, and even was making plans about that.

Had I find bravery to do that, we could have a replacement engine for AGS years ago.

What was the result of my cowardice is 5 lost years, a wasted time and opportunities, both mine and yours. I feel like a greatest liar now, an impostor, who pretended that he is doing something good. Your community deserved better than that.

I cannot forgive myself for this, even when people tell me that I did well, that does not persuade me even a single bit, because in my heart I know that's not true.

Many have started new adventure game engines, few have finished. So maintaining a finished engine that people use every day and enjoy is very worthwhile. It's just as challenging as starting from scratch, because you must understand the code of others.

Plus, don't dismiss the "hive mind" of people who already know how to use an engine. If a person is just starting out writing games, AGS is well documented has a large and thriving community who can advise them. This is very important to new developers. It's lonely to use an engine that almost no-one else uses.

You mention feeling like an imposter - I do think that you should google "imposter syndrome" - this is very much a common affliction among coders.
#22
Quote from: Dave Gilbert on Fri 21/04/2017 15:50:58
This kind of thing is a BIT out of my wheelhouse, so please correct me if I'm wrong. It seem like the engine is being fragmented and evolving in completely different ways by different people, which means we will have several different versions of the engine that all individually do awesome things but are impossible to merge together cohesively. Again, this kind of thing is WAY above my head, but my first impression is that this is exactly what we should NOT be doing? That this will inevitably lead to big problems? Again, beyond my experience, but my first reaction is to go "Eeek!"

Our fault too! We currently have a mutant version of AGS that works great for iOS but isn't integrated with the main branch.
#23
Quote from: Mehrdad on Thu 09/03/2017 15:15:16
Hi
Isn't any manual step by step for compile to Mac OS ? I haven't knowledge for use from Github .

Much appreciate for any help

It works in much the same way as the iOS version, described here:

http://www.adventuregamestudio.co.uk/forums/index.php?topic=52219.0

(That is a little outdated now but it should provide a starting point.)

Note that Nick changed the way that projects work so now you add a new scheme to the existing project, rather than copying and renaming a project.
#24
Quote from: Snarky on Thu 02/03/2017 19:36:24
Quote from: Crimson Wizard on Thu 02/03/2017 18:06:55
I already added vertical offset in this beta: http://www.adventuregamestudio.co.uk/forums/index.php?topic=54431.0
Is the gap customization also required?

Vertical offsetting won't change the line spacing, so if it's a problem, then yes.

I just tried the beta and found this same problem. Putting a negative vertical offset moved the text *up* but didn't make lines in a wrapped paragraph any closer together.
#25
Not sure if this has been asked before, but importing fonts into AGS is difficult because there is no way to change the vertical line gap and AGS seems to ignore the Ascent and Descent font settings. So I end up fiddling round with the Em size to get fonts with an acceptable vertical gap, which is not the way it is supposed to be used! I'd like to be able to either alter the vertical font gap within the editor, or for AGS to pay attention to the Ascent/Descent settings.
#26
Quote from: Crimson Wizard on Sat 11/02/2017 19:26:45
From user interface side:
- how the watched variables are displayed? Should there be a pane with list of those, or floating hints.

Whichever is easiest to code :) XCode includes both.
#27
Quote from: Crimson Wizard on Tue 10/01/2017 23:06:48
UPDATE: I just remembered that compiled script stores names of imported and exported variables for some reason. That's a good start, but not enough for general case.

Just that would be a big help, because usually the problem variables for me are imported/exported variables (I use them a lot.)
#28
Quote from: Radiant on Wed 08/02/2017 21:56:56
Quote from: JanetC on Wed 08/02/2017 18:08:34
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

Thank you, I have found the git branch but I'm wondering if a compiled executable is on the web somewhere.

No, you have to compile it yourself! Sorry!
#29
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

JanetGilbert/ags
Branch: osx-nick
#30
Quote from: sonneveld on Thu 09/06/2016 02:39:22
Quote from: JanetC on Fri 03/06/2016 18:00:59
I've really let this go (busy on other stuff), but we at Wadjet Eye are interested in releasing our games on OSX. Our old port by Edward Rudd of Humble Bundle isn't up to commercial standards anymore. It would be fantastic if OSX compatibility was part of the standard project. If anyone knows of any OSX developers who would be interested in working on this project, let us know. Otherwise I might try and muddle through (but I'm not experienced on Mac.)

I'm keen to look at this again.. Just need to find time/energy.

Nick.

Nick found the time/energy :)

Anyone who wants to build on Mac can check out our OSX port at https://github.com/JanetGilbert/ags/tree/osx-nick
#31
Most debuggers allow you to hover over a variable while stepping through the code in order to inspect the contents of the variable. This would make my life so much easier!
#32
How to rebuild libraries is always good, I really got tripped up on that one.
#33
Engine Development / Re: AGS engine iOS port
Wed 12/10/2016 15:52:43
Quote from: 8BitAirwaves on Sat 08/10/2016 18:40:40
Send me a PM with your email address and I'll send you an unsigned IPA of AGS 3.3.0. It works with most games on every device I've tried (iPhone 6+, iPad Pro etc- not sure about iPhone 7). It doesn't seem to work however with large games such as Primordia, Shardlight and Kathy Rain- the prior two I can confirm do work on Android. Also I don't want to violate any rules here or disrespect Janet and Dave so let me know if this is a no-no! Finally and as always please use a Purchased copy of the game to support our wonderful community:)

AGS is open source as is our (Wadjet Eye's) version of it, so you can do anything you like!
#34
Engine Development / Re: AGS engine Linux port
Thu 29/09/2016 21:17:14
Thanks Crimson Wizard! That's cleared it up!
#35
Engine Development / Re: AGS engine Linux port
Thu 29/09/2016 20:50:34
I was pretty thrilled to see that the latest version of AGS has an option to build for Linux, but I'm not sure how it works. I tried to run the output on my CentOS installation, but no joy. I'm not all that knowledgeable about Linux. What's the status of the "Build for Linux" feature in AGS 3.4.0? What are the steps involved in getting it running?
#36
Engine Development / Re: AGS engine iOS port
Fri 16/09/2016 14:56:06
Quote from: Koekie on Fri 02/09/2016 16:26:58
Quote from: tsode on Tue 02/12/2014 15:48:45
Quote from: portdr on Wed 19/11/2014 20:53:58
i've got a working build of AGS 3.3.0 using patches written by JanetC and JJS if anyone needs it. not sure if people are looking for the ipa or the xcode project though. let me know.

portdr Can you send me the Compiled IPA too please?

Thank you in advance! ;)

Hi portdr,

Would you still be able to provide for a pre compiled IPA version? I would much appreciate that.
I've tried the IPA from different sources and it is not working on my iPad ios9.

If you can't provide for it, is there someone who has experience running the port on ios9?
If so please explain how to get the iOS port to work on my ios9 device?

Many thanks for any response,
Koekie



I'm not sure that anyone will be able to get my version of the port running without expertise in compiling with XCode and a paid developer account. The older version of the port by JJS might have worked because all it required was a jailbroken device, but that older port probably doesn't even run anymore on modern devices.
#37
Thanks for the info, Crimson Wizard! I had exactly the same issue on iOS and the same solution worked (copying patches.dat into the bundle)
#38
Most of the ports are pretty experimental, have you tried asking in the Engine forum?
#39
OK, we got someone for this so we are not looking anymore for now! Thanks!
#40
Hi All!

We at Wadjet Eye are trying to port all of our back catalogue to iPhone/iPad. This involves quite a bit of re-coding - we have to extensively modify the existing PC game code to make this possible.

We are looking for experienced AGS scripters to help us with this task on a paid contract basis. It involves following a checklist to add extra code and rearrange the user interface to be more manageable on a small touch screen. It is about 2-3 months part-time work.

This task does not require ownership of an iPhone, iPad or Mac. All the work is done on PC, in the AGS scripting language.

PM me or (even better) email at janet@wadjeteyegames.com

Janet Gilbert
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