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Messages - Joseph DiPerla

#221
Engine Development / Re: Skinning the winsetup
Wed 24/04/2013 20:54:43
Technically CW, since the engine setup writes a cfg file, anyone could write an app that creates or edits the config file. Maybe I am mistaken, but I think that would work.
#222
General Discussion / Re: Thousandth Post
Mon 22/04/2013 22:06:00
Quote from: Andail on Mon 22/04/2013 07:59:06
For those who want to know what the AGS community was like before moving to this place, here's a brief history:


M0DS and I were around then too. I was making CJ a book of suggestions for him to implement. It was great. Also, there was Jereon Dekker (Or something like that) hanging around.

Apparently I reached 1000 posts. Who knew? But it doesn't show up on my milestones. It stops at 950 for some reason.
#223
General Discussion / Re: Thousandth Post
Fri 19/04/2013 19:55:48
Yeah, and I don't even have 800 posts yet. Although, if you were to tally up my old EZ Board posts, you might come up with over a thousand then.
#224
Congrats! I am looking forward to this. I Wish I could help, but the only thing I could offer is Italian Translation and to tell you the truth... I wouldn't have much time for that. If you are desperate though, let me know.
#225
I have been slowly working on my Simpsons Template over the years. In the past few months though I have been really going nuts on it. I have about 50 rooms, still 12 playable characters, but now some of them contain extra animations. I also added an LEC Style GUI to the template for the user to choose from if they would like. The template is updated now to AGS 3.30. Every room is connected and ready to go along with Walkable area's and walk behinds. The only thing thats left to do with it for its next release is to give some documentation and also finish the hotspots. Basically, I want the template to be completely ready to be made into a game or machinimasodes with as little as possible work needed from the developer. I still got a bit to go, but the next update to it will be ready within 2013, thats for sure.
#226
General Discussion / Re: The Bombing in Boston
Wed 17/04/2013 01:57:46
Its just horrible that the best way people think they can prove a point is by going and hurting innocent people. "Yeah Boston Marathon Terrorists(And really any violent group/terror cells, etc...), you totally made everything much better now that people have died and many have become maimed. Point proven, whatever it was supposed to be!" Idiots.
#227
Quote from: Crimson Wizard on Wed 17/04/2013 00:28:53
Quote from: Joseph DiPerla on Wed 17/04/2013 00:10:35
Hey tzachs. I compiled the new Git upload. Still giving me that issue. It most likely is an issue on my system then.
Does this happen if you use 3.2.1?
I believe we should eventually find the root of this problem, even if it happens only on some systems.

Yes, it does. Sorry. :(
#228
Hey tzachs. I compiled the new Git upload. Still giving me that issue. It most likely is an issue on my system then. Oh well. Thanks for Trying.
#229
tzachs, I sent you a pm with a link. That link will reproduce it once you turn it into a new project. It did on mine. Hope that helps a bit. But as I said, it happens even with a brand new project from scratch. Maybe its just my system? I could try and reproduce a video for you if you would like.
#230
Quote from: MrProsser on Mon 15/04/2013 01:04:13
I obtained the latest release and have been trying to build it, but have gotten into trouble pretty quickly. When I try to build the native engine library using ndk-build, as explained in the docs and in this comment I end up getting this error:

Install        : libagsengine.so => jni/../libs/armeabi/libagsengine.so
Install        : libpe.so => jni/../libs/armeabi/libpe.so
Install        : libags_snowrain.so => jni/../libs/armeabi/libags_snowrain.so
Install        : libagsblend.so => jni/../libs/armeabi/libagsblend.so
Install        : libagsflashlight.so => jni/../libs/armeabi/libagsflashlight.so
make: *** No rule to make target `jni/../jni/../../../Engine/../Plugins/agslua/agslua/agslua/agslua_autogen.cpp', needed by `obj/local/armeabi/objs/agslua/__/Plugins/agslua/agslua/agslua/agslua_autogen.o'.  Stop.

The only thing that I seem to be doing differently is that I am using revision 8e rather than 8d.

Which Directory are you running it from? Most likely the reason why its doing that is that the .SO files are compiled already. Delete the OBJ folder inside library folder and then run the NDK Again. It should work.
#231
The first message that appears when I edit a script file and then save it:

The File SCRIPTNAME.asc has been modified externally. Do you want to reload it?

When I hit yes, it would just crash, no error message. The funny thing is, Last night I was able to reproduce it every time, even after restarting my pc. For some reason, now, it wont crash. However, it still brings up the message above, which is still pretty annoying for every time I save a script. I do not know if this makes a difference, but the game I am working on was built with AGS 2.62 first, then I brought it into 2.72 and then 3.0 and finally 3.30. I figured I would mention that, but I don't think it really makes a difference that it does that because I started a new game and tried to edit the text file and it did the same thing.
#232
Another BUG: Whenever I edit a script file and then save the game or run it, the editor tells me that the script was modified by an outside editor. When I click ok to reload, it crashes the Editor.
#233
Quote from: MrProsser on Sat 13/04/2013 07:54:52
I am hoping someone can help clarify a few things about this project. I am new to AGS and only recently learned of this port. I have not had a chance to try using it yet, but my understand is that one manually must place the game in a folder ags on the sd card and install the engine. Is this correct?

Also, when I was looking at this a few days ago I thought I read some discussion about coming up with a method that would allow commercial, standalone releases but I cannot find those posts again. I was wondering if this is being worked on and how this was going to be accomplished (and where that discussion might be in here, I would love to read it).

I am working on both actually. I have AGS Stream (You can find it in the Google Play Store) which I allow it to install the games for you easily. It has a few bugs which I just fixed (It wouldn't download on the SIII, the Nexus Tabs and Transformer Tabs) and I need to implement a game settings option to properly work which I am in the middle of. Also Some users are experiencing issues with the Android port on devices without hardware keys. For instance, they cannot get the Keyboard to be displayed or the menu option for the Function Keys, etc... Once these kinks are worked out, I will add more games. Expect an update to AGS Stream in a couple of weeks.

For the later part, I am also the one working on that. The issue with this latter part is that its not currently integrated into the editor to compile for Android, so I am trying to figure out a way that a user can easily package a game for Android without too much of work going to the Java Side. The next issue is working with OBB Files. But rest assured, I am finding a fix for all of these and will release something in the coming weeks, hopefully. Its just been busy for me lately, so I haven't had a chance to properly work on these things.
#234
I can see some benefit of logging into the AGS Editor. However, I do feel that it is a ways off before we should implement features for something like that in the editor. There are still a few things that should be worked on first. However, along these lines, I had always wished AGS supported a form of GIT or SVN within the editor for proper team working. For instance, if you wanted to start a new game project, you would start it on GitHub and upload the game. After that, you log into the editor and the editor can show you a list of games you currently have access to. Of course, the GitHub Project admin can set up your user account to give you the proper priviledges of what you can do. But once you log into the game, it downloads into the editor along with the changes made to it. You as the developer/team member can provide changes to the git and submit it, while then the game's administrator can approve the changes or not. As it still can be done without AGS, having AGS with an implemented system like this would work wonders and speed up game development.
#235
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.
#236
Quote from: Crimson Wizard on Thu 07/03/2013 08:06:46
AFAIK, it is compatible with older OSX versions. Newer OSX versions cannot run Allegro 4 library. It is all explained here: http://www.adventuregamestudio.co.uk/forums/index.php?topic=47264.0
I am working on updating the engine to use Allegro 5 library now. I am generally optimistic about this, although there are certain things that will be not easy to recreate (8-bit graphics support). For that reason I am planning to do make it as a parallel branch for the first time.

I think two versions of the Engine (One for Allegro 4 and one for 5) would be nice. I would just wonder if its something that will go on surviving. I mean, basically you would have to implement the same features into both repositories of AGS, right? What if a feature you implement can only be done with A5 and not A4? I fully support a whole conversion to A5 as it supports all the major OS platforms and I Am sure it can be patched to work again with the PSP. As for the 8-Bit thing, is it something that is necessary? Whats the concerns with it exactly? Just a few thoughts.

Main reason I was posting here was for porting the editor to other operating systems...

Has anyone taken a look at this: http://xamarin.com/

It doesn't solve the Linux issue of the editor (Except for Mono), but it allows you to port to MacOSX, IOS/Android Tablets and it can integrate with MSVC#, so, who knows, might be worth looking at. Atleast it can still use much of the same code already created. I still think the best thing to do is to seperate the compiler and the editor so that users can use either text editing software or make their own editors to create AGS games and then just make the compiler cross-platform. AGAST (Though not cross-platform) had it set up that way.
#237
Looking for this and just cant find it anywhere, but does anyone have a copy of AGS 3.0.0 hanging around so that I upgrade a template? Thanks.

EDIT: OK got it. Thanks Stupot! And thanks AGA for hosting it :P
#238
Yep, you are right JJS. I didn't really think it would make a difference, atleast not from the command line, to include the .exe into the command. But, yep, that did it. Thanks.
#239
Yeah, you were right CW. However, just so you know, even though the game works and runs flawlessly, I am still getting the "Unable to determine startup path: GetShortPathNameW failed. The specified game file might be missing. " But once I click ok, it goes to the game and runs well.
#240
Just Tried Running the Supergirl Game from 2005 (Using AGS 2.62 it seems) and I got this(Note, the game works perfectly with AGS for Android):
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x004181C7 ; program pointer is +3330, ACI version 3.3.0.1130, gtags (0,1)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.



Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


Thoughts on that? Thanks. And yes, I know, SuperGirl.... LOL I am using Win 7 64 Bit btw... Here is the download for the game if you need it: http://adventurestockpile.com/sg.zip


ONE MORE EDIT:

When I run ACWIN --Setup, and then save and run the configuration, it gives me the following error message as well: Unable to determine startup path: GetShortPathNameW failed. The specified game file might be missing. Then it runs the game and thats when the message above pops up.
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