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Messages - Joseph DiPerla

#261
Has anyone considered re-doing the editor from scratch using c++ and wxwidgets? Or even using q7basic which compiles to the main 3 OS or QT itself? I know this would be a huge under-taking, but it might be one that could solve the cross-platform editor issue.
#262
There is another update: 2.1.5 and it is mostly a bug fix update. I did add one new game :D ! Anyway, those that download the app from my private server, its been updated there as well. For everyone who purchased from the Play Store.. Give it a few hours.
#263
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.
#264
I'm almost there.. ;) However, my language is Basic4Android. So, at best, I can release something next week which would allow you to package your games, but you would need Basic4Android which would cost you at the very least $50. I could release it for that and over the next few months work on a way of building the game out of the editor. It would allow many users to go commercial with their games. What do you guys think?
#265
Bernie, you shouldn't be thanking me. Thank Chris, JJS, Crimson, BigMC and the other members of the team. Without their efforts, AGS would not be what it is today and neither would a port to these OS exist, thus, having my app be completely useless ;)
#266
Well, as you can see on our forums, AGS is already ported to most of those OS's. Look here for daily builds of versions for Android, Windows, iOS and PSP: http://jjs.at/daily/ and this is the source code repository: https://github.com/adventuregamestudio/ags/commits/master

I know that JanetC from Wadjet Eyes is working hard on getting a version working on Mac. However, at the moment, you can make the games however you want in AGS and it will function across Linux, Windows, iOS, Android and PSP. If you would like and try, you can compile the source code to work with Allegro 4.4 on Mac OS, but it will only work with MacOSX 10.6 and up from what I understand. But as far as packaging the game for the individual OS, you will have to perform that yourself. Look for my app on the play store for google, called AGS Stream. It installs freeware games for you. I am working on creating a way to package your games for Android so you can sell them commercially. I want to build it into the Editor itself.

I hope this helped some what.
#267
Hey JJS, looking through the code for PreferencesActivity...

Should line 71 read:

Code: AGS
public void onCreate(Bundle bundle)


rather than be protected?

And on lines 47 to 49, it reads:

Code: AGS
gameName = getIntent().getExtras().getString("name");
	gameFilename = getIntent().getExtras().getString("filename");
		baseDirectory = getIntent().getExtras().getString("directory");


Would this make it a difference:


Code: AGS
String gameName = getIntent().getExtras().getString("name");
	String	gameFilename = getIntent().getExtras().getString("filename");
		String baseDirectory = getIntent().getExtras().getString("directory");



And remove the declarations on line 17,18 and 20. Could that be causing my issue with Accessing Preferences Activity? Because if I pass nothing to it, the engine wont crash. So I am wondering that because those items are hidden to be used within the code itself, it could be causing my crashing when I try to access the Game's Preferences.
#268
So JJS, I was having some issues in getting the preferences to load properly. For instance, this is what I am passing to com.bigbluecup.android.PreferencesActivity:

Name: Pleurghburg
Filename: /storage/sdcard0/ags/Pleurghburg_DA/Pleurgh.exe
directory: /storage/sdcardo/ags

Yet, when I start the preferences from my app, it says that AGS had to close. Any thoughts? Are any of these details wrong?
#269
OK, I uploaded a new version to the Store. Check your updates in a few hours. For those receiving the app for free, give me a day to upload it for you.
#270
Yeah, in this case, I am almost positive its either engine or game related. I haven't played the game in a while, so I cant remember that part of it, however, if its based on walking into the room, sometimes you have to click to the edge of the screen as much as possible because of the way walkable area's are done. I hope that made sense. Its 2:00 am here and my brain is getting sloppy.

In any case, I don't believe it has anything to do with the games package. If that were the case, the game or app would have just crashed rather than just do nothing. We will have to see what JJS has to say.
#271
It seems to be happening on just a couple of games. Not all of them. And it doesn't happen all the time. The next update has a fix for this. You could also try and run AGS itself and the game should appear in the list. If the game does not show up there, it might not have installed properly. Its an issue with loading services and activities in Android. I apologize for the inconvenience. But in a few days the new update should be out which fixes the issue.
#272
Its a bug. It will be fixed in the next update :)
#273
Sure. Unfortunately, the current App has 9 games. But the next update will have some more. The problem with the games is that I have to manually download them, unzip/extract/install them, re-zip them up into a structure that I can use with Android and then unzip them again into a directory so that AGS can read the game properly. Then I upload it to my own website. It seems like a lot of work, but, since I am charging for the app, its only right that I make sure the games are perfectly downloadable with great speed and that when they are downloaded, the are installed properly, causing little to no aggravation to the user. So I apologize for how long it takes to get more games on the app.

I have been updating the App's UI. I think you will be most impressed with what I have done. I hope anyway :P Anyway, without further babbling, here is the list:

1. 9 Hours to Dawn
2. A Tale of two Kingdoms
3. Space Quest minus 1: Decision of the Elders
4. The Journey Down: Over the Edge
5. The Marionette
6. ColourWise
7. Pleurghburg: Dark Ages
8. Kings Quest I VGA Remake
9. A Second Face

--------

If there is one you want to see on there sooner than later, please let me know and I will get to work on it :)
#274
HAHA. Thanks for your encouraging words R4L and for your support. This is a great community and has never failed to be there for me or any other member of the community when someone is in need. Its been tough. Could it be worse? Absolutely. I have been unemployed for nearly 3 years now and spent hours a day looking for work either being over-qualified or not having the proper degree. So finally I decided to do something about it. With help from my wife, I started this project. I figured why not, right? But I understand the value of a $1, thats why if someone wants the app for free, I do allow people to PM me for it.

I do want to take some time to thank Selmiak and JJS. They have been very helpful to me in regards to this project. Selmiak provided a nice icon for the APP and without JJS, this app would never have existed if it weren't for his port and also his listening to my suggestions and offering help whenever he could. What a great community!
#275
Awesome! Thanks JJS.
#276
Hey JJS, any chance you can also expose the ShowPreferences Activity with the intent filter like you did with the AGS Runtime?

Also, According to this:

Code: AGS
private void showPreferences(int position)
	{
		Intent intent = new Intent(this, PreferencesActivity.class);
		Bundle b = new Bundle();
		b.putString("name", (position < 0) ? "" : folderList.get(position));
		b.putString("filename", (position < 0) ? null : filenameList.get(position));
		b.putString("directory", baseDirectory);
		intent.putExtras(b);
		startActivity(intent);
	}


What are the extra's in "name" and "filename"? Is it the position the directory holds inside of the AGS Games directory? Does it start at 1 or 0 if that is the case? For that matter, how is the position determined? "Name" seems a bit more obvious, but I have no clue where/what the "filename" grabs.
#277
Hmm... With interface design on Android, it can be tricky. I can do percentages and such, rather than fixed dimensions. The thing I am afraid of is that percentage wise, it could distort how things like on the screen. I will give it a shot though and see how it goes. Besides that, my wife took note of a few things that bothered her about the design that I will need to fix Pronto :) .

As for the Progress Bar.. Yes, I certainly do. I have already got it implemented on the games specific page and I plan to implement it as well in the notification area. The Notification area is giving me some trouble, but I will get it. I might also add a little tidbit to the games page which tells you which games are installed already and if its in the middle of installation, it may tell you the percentage that it is currently at (No Progress bar though on the games list... Not yet anyway. Sorry).

There were some issues with Storage memory that I did fix. For one thing, once the game zip was downloaded, I forgot to make the app delete it, giving you extra space on your storage device. I am also using a different method for downloading the games. Its not as fast, however, it ensures that the game is downloaded and installed properly rather than not. I am also adding a "Clear AGS Directory" Command which allows you to uninstall all games in case of an issue.

Thanks for the input :)
#278
Hmm... Other than the dots, whats weird about the UI? Is it too much to the left? I might need to adjust dimensions a bit. I will try to have a fix out for tomorrow or the day after. I also noticed another bug I need to fix :) Thanks R4L!   
#279
Thanks R4L! Appreciate it a lot. Remember, if someone can not afford the app, I will be more than happy to provide it free for you as well. Let me know. I made an update to the app just now. It should take a few hours for the Play Store to update with the changes. Look at the first post for release notes.
#280
As for automatically installing AGS, it will have to wait a little bit. I am having a bit of trouble with detecting the package appropriately.

For the Landscape, portrait stuff... No the game engine is independent from my app. Therefore, when you play the game, you will be able to play the game in either mode. The App itself, which works as a sort of launcher and market app will not support it. But as I said, the games will themselves will. JJS and others have done a great job in making AGS work appropriately when it comes to the games. Outstanding job, really.

For those that are beta-testing or receiving the app by me, I should have this next version done soon. I did a complete Overhaul of the app and want to get as many bugs out as possible, so please be patient as it is coming soon.
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