It would be useful to be able to do it in script only, if just to simplify things. But I couldn't find any functions that send a keypress to the engine.
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Show posts MenuQuote from: Crimson Wizard on Fri 03/06/2016 17:56:55Quote from: JanetC on Fri 03/06/2016 17:50:01Cannot they use Wadjet Eye's old port? The game is old enough to be runnable by that version.
There is work on porting the engine to OSX, but for now, most players find it easiest to use WINE.
Quote from: 8BitAirwaves on Tue 29/09/2015 17:44:06
If anyone is further pursuing a commercial version of JJS' amazing port, I'd be interested as a financial backer... I'd love to see this in a neat download with an easy game import coded in from our Archives... Send an email to Paul@8BitAirwaves.com if you're interested in putting this together, I just don't ha e the technical skills to do it myself!!
Quote from: Crimson Wizard on Thu 02/06/2016 20:30:35
I checked the specs of iOS devices here: https://en.wikipedia.org/wiki/List_of_iOS_devices
Apparently, newest devices have like 1-2 GB of RAM, but previous versions had much less, like 128-512 MB. I do not know how actively older iPhones are used in general, and not sure whether it will be safe to hardcode default of 100 MB sprite cache for iPhone then. I can enable reading this property from config file though (do not see why not).
Quote from: Snarky on Tue 17/05/2016 20:30:24
I think M. Ouxx was wondering why you couldn't fake the keypress internally, rather than rely on a plugin. It's essentially just a question of appending a character to a string when a button in pressed, and that seems like it should be pretty straightforward.
Quote from: Crimson Wizard on Thu 02/06/2016 12:54:15
Can anyone tell, whether is would be acceptable to increase default sprite cache size to 100 MB for iOS device? We have a restriction in the iOS port code that limits cache size to 20 MB always (even regardless the config), and I do not know why is that so.
Quote from: Crimson Wizard on Tue 03/05/2016 13:39:58
Also, I heard monkey0506 is currently trying to make AGS support adding new objects into game without breaking saves, which (supposedly) should be easier than making universal update system.
Quote from: Monsieur OUXX on Thu 12/05/2016 14:55:07Quote from: JanetC on Wed 11/05/2016 20:40:34I don't understand why that would be required.
I use a plugin to allow me to fake a keypress when a GUI button is pressed.
Quote from: Monsieur OUXX on Mon 09/05/2016 13:15:21
1) In your port, did you manage Right-click, and if so, how does AGS interact with the "fake" right-click from iOS? (the player actually holds one finger on the screen and taps the other finger while still holding). Do you simply intercept the regular right-click event in AGS o does it work differently?
Quote from: Monsieur OUXX on Mon 09/05/2016 13:15:21
2) How do you manage the virtual keyboard in the script? For example, let's say that the user is about to save his/her game by typing the name into a TextBox. What event makes the virtual keyboard appear on top of the game?
Quote from: Crimson Wizard on Thu 28/01/2016 15:43:14Quote from: Mehrdad on Thu 28/01/2016 14:52:55AFAIK she keeps it open source and available for public use in her repository, but I do not really track her progress right now, so it is up to her to explain where you get the latest version and how you use it. I guess the fastest way is to contact her directly for this kind of info.
So Does Janet Gilbert will put here or github source or method of this port ?
Quote from: Crimson Wizard on Mon 01/06/2015 19:09:52Quote from: JanetC on Mon 01/06/2015 15:54:01This should not be happing too, because we tried to make saving and loading independent on platform bitness to make saves portable from one system to another. Even endianess differences are handled.
I didn't mention it because it looked like an inevitable part of upgrading to 64-bit - it looked like some integers were upgraded from 32-bit to 64-bit in the save functions.
I have only two guesses: the previous version you were using could have some bug in save system that we later fixed; and that difference is introduced by plugin(s), that save their own data.
Well, if not there's still some mistake in our code.
Quote from: Crimson Wizard on Mon 01/06/2015 15:04:49Quote from: JanetC on Mon 01/06/2015 14:47:05
My main concern about merging further updates from the main AGS project is save game compatibility, as it always has been. The update to 3.3.3 broke everyone's saves, and I feel really bad about that, although there was nothing I could do. I need to be very cautious in merging updates for that reason alone. People who have bought a commercial game get pretty upset when an update invalidates all their saves!
Wait... what? What version were those saves made in? I am specifically trying to keep savedgames compatible to 3.2.1, as well as with previous 3.3 releases. If there was an incompatibility, it could be a mistake on my part. Why did not you mention this earlier?
E: I would also like to point out that it is possible to write savegames converter if nothing else helps.
Quote from: MyEakinBack on Fri 29/05/2015 02:36:33
This is an absolutely spectacular post! I am awe inspired on the selflessness shown here. I know I was hoping to eventually post iOS versions of games, even for free.
I'm sure the AGS community here is eternally grateful! I know I am.
Quote from: Mehrdad on Fri 29/05/2015 06:50:16
1)Is 3.3.3 version safety for iOS 64 bit now?
Quote from: Mehrdad on Fri 29/05/2015 06:50:16I don't know, I don't use it. I thought you were going to experiment and find out?
2)I heard .ogv theora codec is very slow on iOS is it right?
Quote from: Mehrdad on Fri 29/05/2015 06:50:16
3)As Joseph said is here any way to ready Android port for Play Store too?
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