Quote from: Sslaxx on Sat 14/01/2012 14:28:34That's right. And as for me, creating a Mac-Port "from the scratch" (ok, to be honest: derived form the Linux port) will help me to learn how AGS works and step into the code. I don't want to make a quitck-and-dirty hack, so that it "just works". I want to make a clean and useful port so that further development of AGS works without the need to adjust an "OS X hack" for each version. Beside this, I hope it will be practicable to make a port design that fit's well into the OS X environment. What OS X users what is an app with the look & feel OS X apps will have.Quote from: JJS on Sat 14/01/2012 13:57:43The issue is more with the fact that it hasn't been updated in so long, sooner or later it's just not going to work with the latest Apple SDK. So it could do with either being updated or replaced.
Imho libdumb is not a problem at all. It is very easy to compile the library for different platforms because dumb itself doesn't have any dependencies (except for allegro for aldumb, but that is a given). The build system it uses is also just a simple makefile and no involved automake or cmake procedure. What I am saying is that I had no trouble compiling it for PSP and Android.
As far as plugins are concerned: I don't see how this could be handled better than it already is. Again, there was no trouble porting it to Android (using mostly the same plugin system as for the Linux port) and even to the PSP.
The three plugins I offer with the ports (AGSBlend by Calin Leafshade and my recreations of ags_snowrain and flashlight) are written so that they work on Android, PSP and Windows with a simple recompile.
edit: Concerning AGS on OSX, doesn't that already work? http://www.adventuregamestudio.co.uk/yabb/index.php?topic=43383.msg578827#msg578827
The first step will be to get the engine up and running, so that games developed under AGS for Windows can be executed under OS X using the ported AGS engine (well most of the games). The next step will be, to update the OS X GUI Part of the engine, so that the user e. g. have a menu to select which game to run, an option dialog for basic settings, etc. Beside this, a tool to convert Windows binaries to Mac OS binaries will be nice. This will help AGS Game developers to create a OS X Version of their game with just one click. (Ok, for now I hope that this really can be realized and won't be just a dream... ;-) )
I love adventures and Mac OS X. To become a lot of adventures alive under the Mac platform will be a great deal for adventures and Mac users. ;-) But this must be done in an orderly way, IMHO.
Greets
SchodMC