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Topics - Joseph DiPerla

#1
Hi all,

Long time no post. But I am here almost every day, watching, lurking...

Anywho, I wasn't sure the best place to post this. Looking back on the search history it looks like this is where it can be posted. I wanted to just publicize a game jam I am hosting for a developer I know who develops a tool called "RPG in A Box". If you are interested and want to give it a shot, I am hosting the jam here: https://itch.io/jam/rpg-in-a-box-game-jam-2022 and there is a forum with resources and tutorials if you need it. There is no actual theme for this first jam as we just want folks to get used to the software first. So just have fun with it! You could begin working on your projects now. Submissions take place on Feb 7th to the 28th. Voting will take place March 1st to the 7th. PS: Games do not need to be RPG's per se. The games just need to use the game engine RPGIAB.

https://itch.io/jam/rpg-in-a-box-game-jam-2022
#2
Hi Y'all. Wanted to see what style you prefer for this character. Basically I created the character as a voxel in RPG in a Box.



Then I have him rendered in RPGIAB. Which looks like this:



I then took him to Magicavoxel and applied a cloud render for the cube shape and an HD Background for lighting, checked off pixelated as well and I got this which got me a sort of pixelated effect via old style art.



Finally, I just tried the Clay shape render on Magicavoxel and got this as well:



Personally I am torn between the the Rendered RPGIAB version and the Magicavoxel Pixelated looking version.  Any thoughts? Suggestions?
#3
Hi all,

I need a little help. I have been for years revamping an adventure game site for archiving and historic reasons as well as a way to bring adventure gaming to the forefront now that it has many platforms that are perfect for the genre(I would rather play a point and click adventure on an iPhone than a 3D Shooter, wouldn't you?). As such, I need some help finding some old software. I have tried Ambrosines resources, archive.org... But I am not having much luck in getting this software. Does anyone, anywhere, remember these and have them archived somewhere:

EdPack 2000 (Edpack.pagina.de)
Maker R1 or R2 (Masterton.de)
TROIACS

Thanks!
#4
I found this gem today: https://www.rollapp.com/products

Completely by accident. I was looking for an online version of Gimp and found it on there. Worked great! They have 230 apps they host for users to use. And the service is free! (They do offer a premium membership though as well).

The site works on All operating systems mobile or desktop. What if we had AGS hosted on rollapp? Could that temporarily solve the issue of needing to port the editor and allow users to develop across all platforms?
#5
Hi all,

I just wanted to let you know about a new Adventure community I created called "All things Point and Click Adventure Games". It's meant to be a community for everyone to promote their games, engines and needs for their projects as well as a place to discuss playing adventure games. You can find it here: https://plus.google.com/communities/116504865864458899575 And it is open to the public, free to join and no ads of course. I am trying to build up it's membership. If you find it useful, please share the link. There's not much there right now as it was started like 15 minutes ago, but with your help we can add content. This is not engine specific, but it is a place to bring all adventure gamers and developers together. The purpose is to expand on the resources you need to make a game or promote it and allow others to really get to know about Adventure Games in general. Check it out and offer suggestions and criticism.


About:
This is a great little community to catch up on news related to Adventure games, playing and developing them. You can find loads of resources here, advertise your game or needs and do other things here.

Announcements - Look here for news pertaining to Adventure Games or Engines or even this community

General Discussion is for discussing things about adventure games that don't quite fit in any other category.

Own physical copies of a classic game and want to sell it? Let us know in that category.

Created a game? Let us know in the Promote your game category. Or promote your engine in the promote your engine category.

Have a game on Indiegogo, Kickstarter or other crowdfunding sites? Then promote your crowdfunding game in the crowdfunding category.

Want to promote your skills as a developer or artist or even a musician or any other talent? Then post that you are seeking employment.

Need Help on your game project? Seek help in the appropriate category.

Need hints or want to show us your work of art or even receive criticism for a WIP, please post that here too!!

Please make sure all content is appropriate for a 13 year old and enjoy yourselves!
#6
(See the next post down by Khris for the solution)

Good morning,

Disclaimer: I apologize if this is in the wrong forum. Mods, feel free to move or even delete. I was looking to see if the "Ask your questions" thread was stickied around somewhere, but no dice. So maybe you can all help here.

I was trying to use Javascript and the frameworks Phaser.io and easystar.js to recreate pathfinding the way it is accomplished in AGS using masks and such. I can't seem to figure it out. I figured since we have some AGS developers here and adventure gamers, maybe this might work out better with your help. I have tried Stack Overflow and HTML Game Dev Forums and still do not have an answer. Contacting the authors of the frameworks resulted in no response. So maybe as a community here, you can all put my brain to rest on the matter.

You can see the other posts I made on this here: http://www.html5gamedevs.com/topic/30836-need-help-to-fix-making-an-adventure-game-pathfinding-room-using-easystar-and-phaser/
https://stackoverflow.com/questions/44359015/pathfinding-via-an-image-mask-using-phaser-and-easystar-in-javascript-path-not
Maybe what others have been saying in those threads might work as inspiration or a muse for you in helping me here.

Basically I Want to recreate a room image and a mask. The character can walk around the room only where the mask is colored in a certain color(Pink in this case) and use easystar to calculate the path. But it seems the mask and the image are not syncing up correctly.

Here is my demo: http://www.sw-bfs.com/examples/udemy/  You can use the Java console to see what is happening.
This is the room background: http://www.sw-bfs.com/examples/udemy/assets/room1.png
The walkable path I am using as a path: http://www.sw-bfs.com/examples/udemy/assets/walkablepath.png
The character image: http://www.sw-bfs.com/examples/udemy/assets/character.png

The latest code I wrote for this:
Code: ags
//Set the initial game paramters - Will start with 800x600 resolution and will use WebGL as a renderer and default back to Canvas if WebGL is not present.
var game = new Phaser.Game(800,600, Phaser.AUTO, '', { preload: preload, create: create, update: update});
var easystar = new EasyStar.js(); //Lets get easy star in here. 
var bmd; //This will be the object that will take the pixel data of the scene.

//Assets that will be preloaded at start
function preload(){
	game.load.image('background', 'assets/room1.png'); //The game room background that will be loaded.
	game.load.image('walkablepath', 'assets/walkablepath.png'); //The room's walkable area.
	game.load.image('maincharacter', 'assets/character.png', 32, 48); //The main characters animated spritesheet who will be walking around the room.
	
	
}

//The first function called when we start our game
function create(){
	//We are going to obtain the width and height of the background room.
	var backWidth = game.cache.getImage("background").width;var backHeight = game.cache.getImage("background").height;
	bmd = game.make.bitmapData(backWidth, backHeight); //Getting ready to determine the room size and get the pixel data of the walkable path.
	bmd.load('walkablepath'); //This will load the walkable path into memory. 
	game.add.sprite(0,0,'background'); // Will add the room background to the desktop. It will place the upper left part of the image to the upper left part of the screen.
	mainchar = game.add.sprite(200,516,'maincharacter'); // Will add the room background to the desktop. It will place the upper left part of the image to the upper left part of the screen.
	
	var walkableGrid = new Array(); //Lets make the grid that easy star will define as the walkable points. 
	var gridCollection;	 //This will collect the 2 dimensional array grids and push it to the walkableGrid.
	var walkableRGB = "rgba(255,105,180,1)"; //This is the RGB value of the area's the user can walk on. - Hot Pink is the RGB Color
	var color; //Will contain the pixel color of where the walkablepath search index is on.
	
	//Following code will begin at the top left corner of the walkable area and check each pixel for the hot pink color. If it finds it, it will add a 0. If not, 1. 
	for (i = 0; i < backWidth; i++) { 
		
		gridCollection = "[";
		
		for (j = 0; j < backHeight; j++) {
		color = bmd.getPixelRGB(i, j); //Store the color date of X and Y pixel
			
							
		
		if (color.rgba == walkableRGB){
			
			gridCollection = gridCollection + "0";
			
		} 
		
		if (color.rgba != walkableRGB) {
			
			gridCollection = gridCollection + "1";
			
		}
		
		//If there is still more width in the image, it will add a comma. Otherwise it won't and the array can be closed off.
		if (i != backWidth) {
			gridCollection = gridCollection + ",";
			
		}
		
			
	}
	//Close up and then Push the Array to the walkable grid
	    gridCollection = gridCollection + "]";
		walkableGrid.push(gridCollection);
	
		
		
      }
      
	bmd.destroy(); //let's destroy the walkable area path we created from view - we need to find a better way to do this process.
	easystar.setGrid(walkableGrid);  //Let's add the 2 dimensional grid array we just created to Easy star's pathfinding grid.
	easystar.setAcceptableTiles([0]); //Let's also make sure that easy star is aware that the 0 tiles are the tiles that the player can walk on.
	game.input.onDown.add(calculateWalkPath, this);
	
	
	
}

function update(){
	
}

function calculateWalkPath() {  //This function will be called every time the user clicks on a path to walk to. 
	console.log(game.input.x + ", " + game.input.y + "/");
	console.log(mainchar.x + ", " + mainchar.y + "/");
	//Now let's calculate the path and presumably use tweening to move the character from it's current x and y position to it's next calculated position
	easystar.findPath(game.input.x, game.input.x, mainchar.x, mainchar.y, function( path ) {
		
	if (path === null) {
		//Do something like a shrug animation from the character for not being able to find a path.
	} else {
		
		mainchar.x = path[0].x;
		mainchar.y = path[0].y;
		console.log(path[0].x);
		console.log(path[0].y);
		
	}
});

//Let's get this party started.
easystar.setIterationsPerCalculation(1000);
easystar.calculate();

}


Any suggestions for you gurus on how to make this work a little better?
#7
General Discussion / 13th Doctor announced!
Sun 16/07/2017 17:21:00
And it's a female!!! Jodie Whittaker. I really was picky about when female would take the role. But I like this one!!!
#8
For all you legal experts out there, I had a question. I run a star wars game similar to star wars combine. I have Google ads running, like the combine does. I haven't earned a penny yet as it has only accumulated $12 in 3 years, which is less than the payout required.

However, modt of that has come in this month since there has been some renewed interest from the players. I don't sell or offer in app purchases or take donations. But at what point in my ad earnings would this become a legal issue if at all? The site will feature a blog as well as general star wars resources in the near future too. I just don't want to get sued. Thoughts?
#9
Moving away from this topic here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52376
I think it is time to move it into a new thread and discuss this here.

Here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52376.msg636518151#msg636518151 Mods discussed some options in regards to funding and website redesign.
Some funding options mentioned by myself: http://www.adventuregamestudio.co.uk/forums/index.php?topic=52376.msg636518094#msg636518094

Lets deviate from that thread and discuss this here. Some of the Cons brought up on AGS is that it has been outdated and needs to become a modern engine as well. Would porting AGS to Allegro 5 help to significantly resolve that or should it move to something like SDL, etc..?

Discuss Away!
#10
Good morning folks,

Recently I have been undertaking, on my own, a private project to port the AGS Editor to separate platforms. Currently I have a some what functioning, but not useful, editor that works for MAC, Windows and Linux with no source code changes required what so ever. If this works, believe it or not the code is very portable to Android and iOS. So there would be potential for this to eventually be a truly cross platform editor. Right now I am tackling one thing at a time.

At the moment all the editor I have can do is load up the game data. EG: Displaying views, text parser, inventory data, etc... but it can't display sprite data as it requires the sprite file to be decompiled. My editor will display the room numbers as it can enumerate from within the directory all the CRM Files and the script file. I have a functioning script viewer and an editor that can save, but it does not have all the features of the AGS Script editor.

If you are wondering how I am developing the engine, I am using B4J which is a VB.net style language and can run on Mac, Windows, Linux and web browser. It is 100% free. It can also use JAVA code as a module and in-line code to make it even more powerful. There is absolutely no code to change to have this work between Operating systems(Except for file handling, registry handling, etc..). It is powerful enough to make apps as a server/client, easy to replicate AGS room editing draw functions, has the ability to replicate the script editor and syntax editing and with a little help it can even be used to accept cross platform editor plugins since it can run B4J code and in-line JAVA code at run-time. The same developer has two other software editors that are near identical to B4J called B4A and B4I which is a software development suite for Android and iOS. Those are not free however. But if we chose to one day port the editor to mobile devices or tablets, it would be easy to move the software from B4J to B4A and B4i. You can check out the site here: http://www.b4x.com .

Now I wish I could work on the editor in CPP/C#, but I hardly know C# and I can do a little C++, but not enough to work on AGS in that way. However, I can totally do B4J. I think it is our best option as it is constantly updated, users are adding new library and addon's to it every day, it is cross platform with hardly any code changes. Even in C++ if we create a cross platform tool and use cross platform libraries, it would be hard to just have one developer come in and make one change and have it work perfectly for all OS. It requires tweaking. And, as the editor is in C#, I do not really see easy options to port it directly through C#. Of course I can see that several people here might resist this project of mine simply for the fact that everyone is waiting for a better structured and designed AGS which would be edited in the future. But this redesign is a long time away and, as we have been discussing, may come down to paying developers to restructure this if we could even find enough developers. So, in the meantime, maybe it would be bandaid solution, but a nice feature none the less to try porting the editor this way.

Having said all that, if anyone is kind enough to assist me, this is the tools I need:

Sprite Decompiler:

I need a tool that can be placed in a directly. When run, will search the directory for ACSPRSET.SPR(I believe that is the file that contains the sprites, correct?) and decompiles the sprite images into a sub directory called "Sprites" Then sorts them into their respective sub-directories(EG: Some users may have sorted the sprites like so: GUI, Characters, etc..). I would then need an XML file for each corresponding Sprite file that would read its properties. Finally, I would need an XML file in the Sprites Root directory that would list all the sprite directories, the included sprites and XML Files. So the file structure would look something like this:

Sprites
--SpritesStructure.XML
      ---GUI
           -----1.JPG
           -----1.xml
      ---Characters
           -----2.JPG
           -----2.xml

Once a tool is done like that, I would need a compiler that can recompile the sprite data based on that root XML File back into a sprite file.

For the Room Decompiler:

I need the tool to decompile the room files and separate it this way:

Room1
--RoomProperties.xml (Containts properties, baseline coordinates, edges, and room structure similar to sprites, etc..)
       ----Objects
           ----1.xml (Contains coordinates, properties and sprite number, etc..)
           ----2.xml
       ----BackgroundImages
           ----1.JPG
           ----2.JPG
           ----3.JPG
       ----Hotspots
           ----1.JPG (Or RAW Data points, etc... However it is compiled/written)
       ----Walkbehinds, Walkable area's, Regions in the same fashion as above... Etc..

Then I would need a tool to compile them back into a CRM File based on that root XML File.

Is this something that someone can do in their spare time for me? It seems like a hard and long task, but if this is possible, please let me know. I would love to have this tool be cross platform for Win/Linux/Mac. More ideally would be if someone could write a module in B4J where you could specify the directory for the module to decompile. If you are able to, please let me know here or PM me. If and once I were to have such a tool at my disposal, I would be able to recreate the editor for AGS. I have it in its planned stages at the moment:

Current Stage:
Loads up AGS game data
Displays and saves scripts

Stage 2:
Load up room Data
Create a basic Room editor

Stage 3:
Pretty it up a little
Add a syntax editor to the script editor.

Stage 4:
Release a test app for everyone to try

It should take no more than 2 to 3 months to get this far once I have the tools. Please note that there would still need to be something to edit Translation files and compile the game in order to be a full fledged cross platform editor. But for now, I would rather start with these tools, create something to show and then take it from there. Just an idea of extra functions I plan to add to the editor after releasing initial part of the editor:

*Replicating the full features of the latest AGS Editor
*Skinning capabilities
*A way to create a project server so that teams can work on games similarly to how they use GitHub and provide a more united way of developing.
*A Store front where users can upload templates, modules, graphics and such for free (Once the source is released to the editor, anyone can change this to also be a store that sells products if they would like).

Let me know how you all feel about this because if noone is interested, I am just going to scrap the whole project since the editor I am creating is utterly useless without being able to create sprites or rooms. Thanks!
#11
First off, I am not making this game. However I am very impressed by it. I know I don't post here often these days, but this merited a post. Its not an AGS Game(Sorry), but the graphics and feel of the game are stunning! Take a look here:

http://www.adventurecreator.org/forum/discussion/2198/mold-working-title
https://moldgame.wordpress.com/
https://www.facebook.com/moldgame
#12
I know this sounds crazy, but I have been working with the free version of Unity3D and I am getting used to it. It takes a little learning, but I am getting the hang of it now and it really is quite something. Especially when it comes to porting. I was able to get all my little test projects(Albeit crappy with no real purpose- just for learning) to work very well on my Android device, my brothers iPhone, My windows/Linux Box, my friends Mac and on the Blackberry/Windows Phone 8 emulators. I didn't have to change any code to make it work on either, at least not for what I was doing anyway. Unity accepts plugins of all kinds (Look at Adventure creator) that can do so much with its games and tons of assets that are real nice. Unity is tailored, whether intentionally or not, to work well with 3DS files, Blender, Maya and Reallusion products.

Now before you think I am nuts, even though you probably all do already, we had discussed the option of creating AGS from scratch. Why not start with this? One development team can work with the old AGS to add support for playing older games and possibly porting to a few other OS just so we have something that can play our old AGS Games. Perhaps this team can even collaborate with SCUMMVM. Or if this team would like, they can begin porting AGS to run within Unity if they really wanted to.

However, another team can begin working on creating a new AGS in Unity. My friend was showing me Adventure Creator for Unity and I just kept thinking that AGS could do this. Now hear me out on this. I think I am on to something. As I will mention again later on, Unity makes a perfect platform for AGS to be developed on as it already lays the groundwork for us when it comes to Graphics, physics, logic, compiling, etc... You can read XML Files which the .AGF files are. You can create drawing and editing plugins within Unity. Unity has a dialogue system which can be easily crafted to match ours. Unity can create custom GUI's which we can turn to our adventure to make Adventure GUI's. Unity even uses C# as a scripting Language which our current AGS Editor is made in!

So then if we go this route, why can we call it AGS? Is it REALLY AGS Then??? The answer is YES. The reason is Simple. Because we make it so that it mimics 2D game creation just as AGS 3.3 and below did, even allowing our project to import AGS projects into Unity and continue game creation from there. We call it AGS because it will be a free plugin. We call it AGS because the plugin will make the interface look like the current AGS editor. We call it AGS because it is worked on by the AGS community. We call it AGS because it will still be Open Source. Basically, even though we would need to learn a little about the Unity Interface and set up, the rest will be exactly identical to AGS in every way.

What are the pro's and cons of this??? Well...

Cons:
Unity will only allow you to sell games royalty free if you make less then $100,000 in a year. Then again, if you make $100,000 within a year, you better buy the darn license!
Unity takes a little bit of time to get used to.
Unity will not have AGS Script capabilities without it being hardcoded into the plugin.
The AGS Development team may need a little time to learn Unity and plugin development.

Pro's:
Unity Editor is available for Mac and Windows
Unity's Engine is available for Mac, Linux, Windows, Android, iOS, Blackberry, Windows Phone 8, X-Box, PS3, PS Vita Beta, Nintendo Wii, Flash(Although this may be discontinued in version 5) and the web. All that with little effort to port your game.
All the main graphical features are already taken care of (Shaders, resolution, Physics, etc...)
Unity can make use of plugins and extensions(Such as LUA plugins, pathfinding tools, GUI designers, etc..).
Unity is completely free to use unless you make $100k.
Unity has an Asset store which a user may buy or sell assets royalty free.
Unity supports custom Scripting called UnityScript as well as Monoscript, Javascript, C# and Boo.
Unity has over 2 million forum users which can aid adventure developers much how the AGS forums have.
Unity already has many other features hardcoded that AGS has, but just needs to be tweaked into an interface we are familiar with(Scripting, pathfinding, dialogues, GUI's, Translations, Voice files, etc...)
With what Unity supports, AGS has potential for growth (A real Particle system, Camera tools, 2.5D support, etc..)

I know this sounds crazy, but I am just trying to think outside of the box. I think we really have something here. I know the odds of this happening are slim to none. I probably will be flamed for it here too... but I would regret not trying. What do you all think about that? Is there potential for this?
#13
It was announced today that they have been working on AGS port for SCUMMVM through the Google summer of code agenda they have. Interesting news. Source: Scummvm.org
#14
Yes. Today is the first day that adventuregamestudio.co.uk stopped working and turned into an ad... Goodbye. You will be missed.
#15
OK, that was a loaded question, but let me explain... Recently I sold some items on Ebay and I was paid for them. However, my Paypal account does not have a bank account attached. I tried to attach 2 different ones I have and it wont let me. It gives me some service code error. I called Paypal and after pushing several digits to finally speak to someone on the phone, I spoke to someone and they tried manually entering my info. Of course, they tell me that my account numbers are wrong and it has to do nothing with them. Pure lies as I am well aware of what my account numbers are. I have a CC with Paypal, but they cant transfer to a debit credit card or any credit card in general. Even I have applied for a paypal debit card and am waiting for that to come in, but it will take more than a week. I can ask them to send me a check which will take 5 business days, plus I need to wait for the bank to clear and deposit it.

So, with that explanation, is there a way I can send Paypal cash to my bank account? I kind of needed to access that cash within the next couple of days. At first I thought I could western union myself the cash and pay with Paypal, but they do not use paypal as a source of payment. So are there any services where I can transfer money to a bank account and use Paypal to pay for that transfer, this way I could basically transfer the money to myself?

Sorry, Paypal Customer service was of no use and I figure I would ask the fine AGS community for their thoughts or idea's or if they know of a good service that does this. Thanks!
#16
Editor Development / Google Summer of Code
Sat 13/04/2013 16:12:11
http://www.google-melange.com/gsoc/homepage/google/gsoc2013

Has Anyone ever thought or considered if AGS would be good for this? Seems that SCUMMVM is doing it, maybe further enhancements can be made to AGS with a few good students to help out. Just a thought.
#17
So, I figured I would give it a go and try to do the graphics myself. I am using Blender and Poser for my graphics. I have to admit, this piece is composed of various 3D objects and files from a few artists. Poser makes it really easy to put this all together. Keep in mind, I Am not a graphic artist (Not professionally anyway). Let me know what you think of this style:

#18
I have been conjuring up a Doctor Who Story that I would like to turn into a game. I know there have been a few attempts and I would like to take a stab at this. Unfortunately, I have no graphical talent. I have part of a story written out and I am going to take Vince12's [I think it was him who did it this way] and start programming the game without the graphics. However, since I have no lick of artistic talent, or musical talent for that matter, I need anyone willing to help out to offer their services. If you are interested, please post below. Their will be a few stages to the game development, however, to tell you the truth, I don't want to continue the coding and story writing if I do not have help with this.

[STAGE 1]
Writing The Story/Plot
Puzzle Development
Coding

[STAGE 2]
Art

[STAGE 3]
Music

[STAGE 4]
Voice Acting
Translations

[STAGE 5]
Testing

Please note that development of the game will go at a relaxed pace. I am still developing AGS Stream and a way to compile games to Android Directly and my time will be devoted to that, once I can figure out why my apps dont perform downloads on Samsung and ASUS devices. Either way, if you are interested, I am not looking for any specific graphic types, just simply someone who is pretty good at art whether 2D or 3D. Thanks for looking
#19
Ok, so I am looking to include a way to compile the AGS game into an Android Package. The basic files to do this on the Java side are already set. I just need to include it in the editor really. Understand, I am still learning C# and the AGS Editor is just so beyond me at the moment. I know how to do what I need to do, but there are still some unanswered items for me. So my questions are these:

1) How and where would I add a menu item to compile the game into an APK? I know there is an AddMenu Function. But thats about all I know.
2) In the editor, once I set up how do I call the function I want to perform when the user clicks on the menu item?
3) How do I get the directory where the game is compiled? By calling AGSEditor.OUTPUT_DIRECTORY?

From everything else, I think I can manage :) Thanks.
#20
(SCROLL DOWN FOR RELEASE NOTES)

Yes, I have finally gotten around to updating my app for Android. Just so you have a few details, AGS Stream is an app that facilitates the installation of AGS games on your android device. This can fully be done by the user manually. However, many in the past have found it difficult to do so. This app will download the game, extract it and place it in the appropriate location. Real easy to do. All you have to do is find a game you like, click download and then run AGS and you are all set to go. Its amazing how many people have wanted this market app. In fact, you would be surprised how many users have PM'd me on the forums and others from the Google Play store that have e-mailed me to continue this project. A good 80% have offered to pay for it, others even offered sponsoring me. So, I decided to go ahead and re-do this project.

Currently, its fully functional. I plan on adding some more features to make the app more streamlined and provide the user with abilities to make finding and installing games easier. The features that do work currently:

-Feature Game (With every update, the Featured Game will change)
-9 Games currently installable.
-All games are hosted on my private server to ensure that the games never become unavailable.
-All Games have the project developer listed right below the title.
-Each game gives you a screenshot and brief description along with how large the download will be.
-The app will download, extract and install the game for you.
-The app will download and install the latest daily build of AGS for Android at the time of upgrade/installation.
-Search feature so you can easily find a game you know you want. With 9 games currently available, it shouldn't be too hard to find anyway, but as the database expands, you want to have a search feature so that you can find games easily.
-Slightly different Interface.
-Other little things such as bug fixes, etc...

As I mentioned, a new version of the app will be updated to contain a new list of games. This will be done once a week. At times, with the updates, new features will also be made available with the App.

The App is not free and the reason for this is because:
1) My wife and I and our little daughter are struggling financially. I have received help from many members of the AGS community and would be happy to offer the app for free to them. Things have gotten better, but we still are not able to pay all our bills on time or at all. :(
2) The app takes time to upgrade. Even though there is an easier process which needs to be implemented, adding games is done manually by me and is time consuming.
3) In order to ensure proper installation of the games, I have to go through each game Zip, RAR, 7Z, EXE, etc.. and restructure the files into a new zip file that will be extracted properly once the app tries to install it. This is a pain, a BIG pain.
4) After ensuring that I have a proper zip, I need to upload it to a site that will allow me unlimited hosting, bandwidth and no ads or any other non-sense so that installing the game will be easy. So, I have to pay for that.
5) Its only a $1.15 USD, hardly would break the bank for anyone, I would think. However, if this is difficult for you to pay, you can PM me and I will give you the app for free or you can feel free to find it on the internet and download it for free from some site that would offer it.

If you would like to ensure that your game will make it on the list sooner than later, please post it here. If you have a personal issue with the app or would like your game removed, please PM me and I will respect your wishes. If you wish to make sure your game will never make it to the market, please do let me know. As I said, its still an early developed app, but it does do its what its intended to do. As time goes on, more features will be added (Game website, email author, credit the dev team, post reviews, etc...)

Now that I have given you that spiel, you can check it the Google Play listing and its screenshots (Which are a little older) here:
https://play.google.com/store/apps/details?id=com.agsstream1.diperla

Thanks and I hope you can find this app useful.


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RELEASE NOTES

AGS 2.1.5

Media:
-Changed the Image logo again to better fit the play store, thanks to Selmiak.

App:
-Resized Icon.
-Fixed an error that appears if the device does not have an internet connection.
-Fixed the notification area to properly tell you when a game is being installed or has succeeded or not.
-Adjusted some layouts for different size devices. It still will not be perfect, but it will be better.
-When clicking on the game download notification, it will take you to the apps main page.
-When clicking on a game, the main page will no longer interrupt the page while loading its list of games.
-Downloading on Tablets has been fixed.
-Fixed an issue where if you downloaded a game and then return to any games listing, the notification would report that the game download was %100 when in fact it was still downloading.

Games:
-Added a new game

AGS:
-Updated to the latest AGS Build.



AGS Stream 2.1 Update Log (2/8/2013)

Sorry for this one, I had to pull it originally from the store as I noticed a major bug in it. Either way, I have now re-uploaded and it is ready to go.

Games:
-No new games added. I apologize for that. Getting the kinks out of AGS has been very difficult and I had to focus all my time on that for now. However, the next update will have an additional 21 games, bringing it up to 30 games. That will be later in this week or early next.

Interface:
-Updated the Menu system so that it works with the older and the newer versions of Android OS, especially for devices without a hard menu button.
-We now have an action bar which works very well with the design of the app.

AGS:
-JJS has updated his port to Android and therefore it has been included in this update. A new notable feature is that you can use the menu button to bring up the keyboard. Another feature is that its configuration settings are now available and exposed to outside apps, therefore, In the next version coming, we now can allow users to set configuration options for AGS and for the games in general. At the moment it may work, at times it may not. Need to investigate whats going on.

App:
-The App now properly checks if AGS has been installed or not and will prompt you upon the first time you run the app to install it.
-If you do not have the latest daily build of AGS, the app will also prompt you to update AGS.
-Downloading and extracting has been fixed. Therefore, games will properly install whether you are using viewing the app or the game page or not.
-Notification telling you what percentage of the game is downloaded and what its current process is. Please note though that if your device is charging, the notification may not appear properly.
-Fixed some bug fixes.
-Improved App performance.

Games Page:
-If the game has a Youtube vide, you will now have a menu option to view the youtube video.
-If your game provides you with errors, or if your game is not installed properly, you will have the option to re-install the game now or to delete the game directory.


Release Notes for V2.0.0 (1/31/2013)
App:
-More Games coming soon!
- Added a Genre Page for the games and an installed games view.
- Removed Landscape version and different size versions. The app works on almost %100  of all devices and From Android 3+ you can stretch the app on your screen to make it compatible (Built in feature with Android, not this app). So, the app should look good enough on any device. It may not end up looking pretty, but at the very least, smartphones should look good.
- Changed the application icon (Thanks to Selmiac from the AGS Forums)
- Changed Play Store details and description as well as version number.
- You will have a link that takes you to the Official AGS Web site.
- Demo App will no longer be updated.

Interface:
- Updated the interface to look a little cleaner, have a better color scheme that fits in with AGS and its website.
- We included Menu Item both on the main page and also on the games page itself.
- You can now swipe left to right and vice versa on the main page to switch between pages.

Footprint:
- The app will have a smaller footprint than it did before when adding new games. Before we would add the screenshots into the apps resources, making the app larger and larger. This time around, the games list and page will simply load the games screenshot off the web, meaning that the app size will hardly increase as games are added.

AGS Runtime:
-Latest Run Time Build has been added.
-If you have AGS already installed, you can still install the latest version through the app.

Games Page Features:
- New Menu option to take you to the games official web site.
- New Menu option that takes you to the games AGS Database page where you can find more details about the game and user reviews.
- New Menu option that takes you to the main page.
- New Menu option if the game is installed that launches AGS and allows you to play the game.
- If a Game is installed, you can uninstall the game.

New Features:
- You have a "Help" option in the menu that helps you get around the app.
- You have a "What is AGS" option in the menu explaining what AGS is.
- You also have an "About" Section giving you information on the team that brought you AGS.
- Added a Progress Notification to the downloads so that you are aware the game is still downloading.

Bug Fixes:
- Some people were saying that they were having download issues. I looked into it, tinkered with what I could and hope that it solved the issue.
- ANR keyDispatchingTimedOut errors that Many Galaxy S3 and Nexus 7 users were experiencing should be fixed now, or at the very least, made to happen less frequently.
-Freeze ups after the game downloads have been fixed.



V1.0.3 - 1/16/13 (11:58PM Eastern Time)
-Fixed a couple of Typos
-Fixed a couple of bugs
-Added more games
-Displayed the developer under the games name
-A new featured game is displayed.
-Latest Daily Android Build of AGS Run-Time.
-On the games page, you will now know how big the game file is.

V1.0.2 - 1/16/13 (9:20PM Eastern Time)
-Added a few more games.
-Fixed a couple of bugs
-Added the ability to search for a game as they are put in.
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