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.
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Show posts MenuQuote 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:
Quote from: Crimson Wizard on Wed 17/04/2013 00:28:53Quote from: Joseph DiPerla on Wed 17/04/2013 00:10:35Does this happen if you use 3.2.1?
Hey tzachs. I compiled the new Git upload. Still giving me that issue. It most likely is an issue on my system then.
I believe we should eventually find the root of this problem, even if it happens only on some systems.
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.
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).
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.
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