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Show posts MenuQuote from: JJS on Thu 03/11/2011 20:18:29
Here is the initial version of an engine port to Android. It is based on the PSP port, so it also shares some features:
- Support for AGS data files version 2.60 - 3.21
- Plugin support including AGSBlend and open-source recreations of the Snow/Rain and Flashlight plugin
- All color depths and screen resolutions (scaled to the screen size with correct aspect ratio)
The mouse cursor is moved by dragging, a left click is done by a quick touch and a right click by a slightly longer touch. Only hardware keyboards are supported right now (no way to open the software keyboard atm.)
I chose the namespace as "com.bigbluecup.android". The reason was that I want to avoid the situation of the ScummVm project, where another private namespace was initially used and is still kept to avoid breaking updates through the market. Still, this is open to discussion. For now, the application is also not on the market (would be too early in development anyway).
In this version, no options can be set but I would implement it the same way as in the PSP. So there would be a config file for all games that can be overridden by each individual game. This would ideally be accessible from within the game or launcher.
Games must be placed on the SD card root in the "ags" directory. Each game needs its own subdirectory (like in the PSP port). The data file is automatically detected within the folder.
The native libraries are compiled for generic ARM cpus. Therefore performance could be improved on newer ARM7 cpus by building a "fat" package with multiple libraries (maybe even for x86 Android).
I am no expert in Android development so I would appreciate any feedback.
Download of the package here: http://jjs.at/temp/AGS.apk
Source here: http://gitorious.org/~jjs/ags/ags-for-psp
Quote from: Joseph DiPerla on Fri 15/07/2011 17:23:48
I would like to request a type of point plotting in the room editor. I know I can draw free-hand or use lines. But point plotting takes away the stress of trying to connect the lines or by have to hold a steady line. Basically, you click on one area of the screen and then on another and a line is drawn from point a to b and you can keep connecting the dots until you press Escape or some other release key.
Quote from: Snarky on Sat 16/07/2011 01:23:14
Ultimately you should do whatever you want, but I think you ought to at least consider not using the DC characters. Everything you mention having worked on is based on some sort of franchise; maybe it's time to try some original ideas?
Quote from: LUniqueDan on Sat 16/07/2011 02:21:22
Nah, Zak fan-projects never die. They just go to hell to regroup.
Quote from: Secret Fawful on Sat 16/07/2011 02:29:16
BTW, Joseph, your Simpsons template is amazing. I really feel like it should be used by SOMEBODY. Maybe after Draculator II is finished, that could become the next AGS Community project. I feel like the Simpsons would work better the more people work on it.
Quote from: EnterTheStory (aka tolworthy) on Sat 16/07/2011 09:11:10Quote from: Joseph DiPerla on Fri 15/07/2011 17:51:24there were other projects I never fully finished such as my very first project before I even knew of AGS, which was my Zak McKracken sequel with Maniac Mansion Crossovers.
As the guy who runs the Zak McKracken archive I say PLEASE PLEASE PLEASE finish this!
Quote from: anian on Sat 16/07/2011 10:50:42
+1 to the "make your own worlds" and very much to "don't use poser models" especially if you know how to work in Blender.
Find a tutorial about making character models (with bones and all) and make your own template...I don't know, I think making the game assestes that way is half the fun, and again I think Poser models always suck, they look the same and are very much in uncanny valley territory.
Quote from: Dualnames on Sat 16/07/2011 00:29:07
Those are great news. Now let's make than android port(I doubt that's doable
)
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