Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - JanetC

#61
Hi, I'm Janet from Wadjet Eye.

For various reasons I have a ticket for GDC that I can't use *sob*

I'd like to give it to someone else from the AGS community to give back a little for all the wonderful things you have done for us over the years.

The ticket is for the Summits on Monday and Tuesday next week. (2nd & 3rd of March). NOT the Main Conference.

Note that the ticket does not include flight or accomodation, so please only ask for this if you are able to get to San Francisco easily next week.

I always find the summits to be the most interesting and initimate part of the conference. They tend to be small talks in small rooms with good chances to get to know your fellow attendees. The narrative game track and the indie game track are particularly relevant to adventure games. Its great for networking if you are trying to get into the game industry.

PM me!

Janet
#62
Engine Development / Re: AGS engine iOS port
Tue 03/02/2015 20:22:27
Quote from: AGD2 on Tue 03/02/2015 20:08:20
We're also running into this problem. It might be worth looking for someone on Elance.com ?

I would prefer a personal recommendation so I can be sure the developer is competent and can work with an existing codebase. There's a lot of sleazy iOS developers out there because of the "gold rush" nature of the platform. Trust me, I get spammed by them every day!
#63
Engine Development / Re: AGS engine iOS port
Mon 02/02/2015 19:00:49
Does anyone know a commercial iOS contractor that would be interested in low-level engine stuff?

Without JJS I really don't know how to keep AGS up to date for more recent version of iOS. I have been in contact with JJS but he is too busy to work on the code right now.

Wadjet Eye Games is willing to pay a professional to update the port. We need it to work properly with iOS 8. Currently it crashes a lot and can't be built as 64-bit (which Apple are requiring for uploads to the App store)

Can anyone recommend a contractor to do this? They'd need to be experienced in low-level iOS code.

Thanks!

Janet

janet@wadjeteyegames.com
#64
Engine Development / Re: AGS engine Linux port
Sat 08/02/2014 02:57:27
Quote from: scottchiefbaker on Fri 17/01/2014 19:17:04
Our other option is to have detailed build instructions for lots of different platforms, and WadjetEye can just provide the game data files. BYOE style.

Not for a commercial game - that would be fine for freeware. People already do that by buying the PC version and compiling the Linux runtime for their platform.
#65
Engine Development / Re: AGS engine iOS port
Sun 02/02/2014 03:15:32
I've noticed that games forked from my version are reporting to my Crashlytics account. Could you turn off that feature or redirect it to your own Crashlytics account please?

To do this, search the code for Crashlytics and remove those things, remove the Crashlytics framework, and also remove from the "Run Script" phase.
#66
Engine Development / Re: AGS engine Linux port
Thu 16/01/2014 14:09:47
To clarify, I'm talking about the Humble bundle port, not the main project that you guys are working on. The Humble bundle version is ready to go (in terms of code.) I'm not asking BigMc to change the code in the main AGS project at all. I just don't know how to compile in terms of a commercial-ready release. I have compiled it just fine with the instructions at:

https://github.com/adventuregamestudio/ags/blob/master/debian/README.md

But that does not produce something I can package for release. I am wondering where to go from there.

I'm not familiar with Linux at all, so I'm not really understanding this thread in more than superficial terms. For instance I don't know if I want to use the ags+libraries script because I am not clear on what it does. I think I need some examples of a method to build a commercial-quality game to start from. People here are being very helpful in terms of "If you want X, you should do Y and Z," but I'm more stuck on whether I want to do X or something else, and why.

I know that Scott produced a commercial-quality build of Gemini Rue for us a while back (which never ended up getting released for various reasons) so I would be eager to know the method he used.
#67
Engine Development / Re: AGS engine Linux port
Wed 15/01/2014 19:09:07
Thanks, but the script says it should only be used on Debian, not Ubuntu, and I installed Ubuntu.

Is there a simple way to build a Linux application for most commonly used Linux versions? This all seems fantastically complicated. I feel I am going to end up maintaining 7+ compiled versions of each game for Linux and installing multiple versions of Linux just to build with. Am I wrong? For a small market it may simply be too fragmented to be worth it, unfortunately :(
#68
Engine Development / Re: AGS engine Linux port
Wed 15/01/2014 18:00:03
Quote from: BigMc on Tue 14/01/2014 18:12:34
deb and rpm packages have the advantage that they can be cleanly deinstalled later, but you still need something else in addition because not every distribution has deb or rpm.

What I like most is a tar.gz where you can decide if you want to start the game immediately after extracting or run an install script that copies the game and a .desktop file somewhere else so that you have a menu entry.
It's nice if the script is short and simple so that you can have a look at it before running it. That also helps with uninstalling.

If you look at the Humble Bundles, games often have multiple options, for example deb + rpm + something for all distributions.

I have no experience using Linux. I installed it for the first time yesterday. I'm trying to understand expectations that are very obvious to people who have been using Linux for years (such as the differences between the different distributions of Linux.)

So, tar.gz files have scripts that allow you to set up install locations? How does one set this up?

What is the best way of building AGS on Linux to make a simple package that contains game files? The instructions on Github assume that you are wanting to load multiple game files that you have obtained elsewhere. I want to produce something like the Gemini Rue package that the Humble Bundle guys produced - it just runs one game.

What is a deb and rpm package?
#69
I would personally like a manual save option, where you can list each item you want saved, and everything else remains as default.

For commercial games, it is hard to fix bugs without users saves being trashed.
#70
Engine Development / Re: AGS engine Linux port
Wed 15/01/2014 16:23:54
A lot of Linux people are "Old-school" so if what Linux users like is "No installer" I'm happy to save myself some work :D

Any linux-users here want to say "No, I really do like installers!"?
#71
Engine Development / Re: AGS engine Linux port
Tue 14/01/2014 17:45:06
Hey guys,

Since we now have a commercial-ready Linux port courtesy of the Humble Bundle, I want to release Wadjet Eye's games on Linux as soon as possible. What's the Linux community preferred way of building an installer for games?

Janet
#72
Thanks, CrimsonWizard! That worked.
#73
Quote from: Crimson Wizard on Tue 07/01/2014 23:44:54
Quote from: JanetC on Tue 07/01/2014 20:58:34
! [rejected]        humble-ports -> humble-ports (non-fast-forward)
error: failed to push some refs to 'git@github.com:JanetGilbert/ags.git'
hint: Updates were rejected because the tip of your current branch is behind
hint: its remote counterpart.
Error like this indicates that there were changes to remote that are not found in your local branch. Don't know how it happened to be. Maybe you have two local repositories, or something like that?
On usual occasion this is solved by making a "git pull" before doing anything else.

No, no local changes. "git pull" responds that there are no changes.

Quote from: Crimson Wizard on Tue 07/01/2014 23:44:54
Quote from: JanetC on Tue 07/01/2014 20:58:34
If I instead try using the terminal, I get a different error after using git push:

error: The requested URL returned error: 403 while accessing https://github.com/humble/ags-geminirue.git/info/refs
fatal: HTTP request failed

Which address do you use in git command? It should be just "https://github.com/humble/ags-geminirue.git" instead.

I did exactly what you suggested in your post above. I don't know where the "info/refs" came from.
#74
Well, my baby is at her grandmothers for the day so I finally got a chance to try this! But it didn't work :(

It seemed to work, but when I try to use Github for Mac to commit changes, it commits them and then doesn't remove the commit from the list of unsynced commits. When I try to commit again, it gives me this error message:

! [rejected]        humble-ports -> humble-ports (non-fast-forward)
error: failed to push some refs to 'git@github.com:JanetGilbert/ags.git'
hint: Updates were rejected because the tip of your current branch is behind
hint: its remote counterpart.



If I instead try using the terminal, I get a different error after using git push:

error: The requested URL returned error: 403 while accessing https://github.com/humble/ags-geminirue.git/info/refs
fatal: HTTP request failed


(the password and user name I supplied to git push were correct)

What could I be doing wrong?

Thanks,

Janet
#75
Thanks guys. I'll do this as soon as my baby takes a good, solid nap tomorrow!

I use a simple GUI but it can't do anything complicated, so I use the command line for most things more complicated than committing or branching.
#76
This is really a git question, I suppose, but is it possible to get the repository exactly as Edward left it so I can compile Wadjet Eye's other games for Mac and Linux? I have my own fork of the repository which is not really compatible with anyone elses (for iOS) and I don't want to overwrite or merge it.
#77
Quote from: Crimson Wizard on Fri 20/12/2013 00:39:30
Quote from: JanetC on Fri 20/12/2013 00:15:20
Hi, HumbleBundle ported the AGS engine to Mac so that we could have Gemini Rue on the Humble Bundle With Android (it's up now! So exciting!)

This means we now have a working port to Mac, and it's still Open Source, of course!

Where do you guys want it put?
Regarding this new port, we would need to see the code to compare changes and learn what needs to be done to make a merge. Is the code still originate from ags repository you have? In this case you could probably submit it as a separate branch to your personal repository on github.

It is not related to my AGS repository, which is heavily mucked about with to make mobile games. It is derived from the main AGS port at:

https://github.com/adventuregamestudio/ags

Is there a way that the porting engineer (Edward) could push his changes back there to a separate branch? I assume we want to use his changes if we can, to make the port native Mac compatible from now onward. I'm not an expert on Git. Is this a good idea? Would he need permissions to do this?

The port also contains fixes to Linux which were made for the commercial release of Gemini Rue on that platform.
#78
Hi, HumbleBundle ported the AGS engine to Mac so that we could have Gemini Rue on the Humble Bundle With Android (it's up now! So exciting!)

This means we now have a working port to Mac, and it's still Open Source, of course!

Where do you guys want it put?
#79
OK, help obtained! Thanks, guys :)
#80
Hi to Chris Priestman :smiley:

PocketGamer

(Note that we will not be porting Emerald City as we don't have the rights.)

(Or Kings Quest come to that. :) )
SMF spam blocked by CleanTalk