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Messages - The creature

#41
Thanks for the reply Enrico.

Sadly its not working for me, I've now tried so may different combinations of cfg files in directories, out of directories, cfg files everywhere! Nothing.

This is my acsetup cfg
Code: ags
[sound]
digiid=-1
midiid=-1
digiwin=-1
midiwin=-1
digiindx=0
midiindx=0
digiwinindx=0
midiwinindx=0
[misc]
game_width=320
game_height=240
gamecolordepth=16
antialias=0
notruecolor=0
cachemax=131072
user_data_dir=
shared_data_dir=
titletext=Agony Setup
[graphics]
driver=D3D9
windowed=0
screen_def=max
game_scale_fs=proportional
game_scale_win=max_round
filter=stdscale
vsync=0
render_at_screenres=0
[language]
translation=
[mouse]
auto_lock=0
speed=1


This is my android cfg
Code: ags
[misc]
config_enabled = 0
rotation = 2
translation = default
[controls]
mouse_method = 0
mouse_longclick = 1
[compatibility]
clear_cache_on_room_change = 0
[sound]
samplerate = 44100
enabled = 1
threaded = 1
cache_size = 10
[midi]
enabled = 0
preload_patches = 0
[video]
framedrop = 0
[graphics]
renderer = 0
smoothing = 0
scaling = 2
super_sampling = 1
smooth_sprites = 1
[debug]
show_fps = 0
logging = 0


I'll have to wait and see what Crimson finds, hopefully a solution to my problem :( This is pretty silly, but I appreciate your help!

Kind regards
C
#42
Great.

Thanks for the reply, food for thought.
#43
That would be amazing, I've followed Enrico's instructions but it still displays the game at it's default.

In my obb root it has this structure:

<Root dir>
    game.ags
    audio.vox
        ¬   
        <Game> (which is the same folder name as what's in my 'General Settings' for save folders.
            acsetup.cfg (which has my desired display settings, made from winsetup)
            android.cfg (which has prefs set when I ran the game through the emulator, with prefered settings.)

I run my batch which packs everything in an obb folder into a .OBB. I upload it to my internal test branch in the Google Play Console - adding in a build comment so I know it's the right version I'm testing. I then download the app from the unreleased app page and it's still using default settings. I cant wait to see your results Crimson and if you find anything different.

Maybe I didn't quite understand you Enrico and my file structure is wrong in the root.

Kind Regards
C
#44
Hi I was wondering  - like the post title says - if you can change the color text mid sentence to highlight keywords.

For example:
if (Parser.Said("navigation"))lDetails.Text=("Command Example:[['navigate b1 to r2'[Moves bot1 to Room1");

The text is set to white, is it possible to change "navigate b1 to r2'[Moves bot1 to Room1" to say green?

Kind regards
C
#45
I totally understand, and I understand the frustration with trying to help. It really is just an issue with making standalone APK files. But I'll try the acsetup.cfg and see if that makes any difference.

Obb creator batch file.

Here is my simple tool for making obb files. Just a batch file that uses the AndroidSDK jobb tool. It works pretty well. If you create a directory in C:\ called obb then place any files you wish to zip and run the batch. The batch file assumes that the AndroidSDK is installed in it's default location: C:\Users\Dave\AppData\Local\Android\Sdk\tools\bin\jobb

I'll let you know if I have any luck with this anyway.

======
Just gave the acsetup.cfg a go and it was ignored.


Cheers.
C
#46
Thanks for the response Enrico.

Sadly placing the android.cfg in a folder alongside the the main .ags and .vox files didn't make any difference. :( I also tried creating a folder of the game title and dumped everything in that but when I tried to run the app it gave me an error saying it had failed to locate the game files.

I was hoping for an easy result haha.
#47
Hi, just a quick question. I've ran my ags game using the emulator, just to see the kind of effects it has in the preferences for scaling and sampling (out of curiosity). It looks great with the Linear Filtering off and the Screen scaling set to Fullscreen(ignore AR). After I ran the game through the emulator it did create an Android.cfg file with the various options set.

I'm curious (I cant do it here as I'm at work) but if I included the android.cfg file with my ags files inside an the .obb when making my standalone apk would it then use the android.cfg file as it's default preferences?

C
#48
Ahh thanks for your patience and help. I searched my phone for the android.cfg but failed. Besides, it's something that would have to get included with the apk for distribution, so when the obb is embedded and the apk is created. I'll need to have a play around once I'm at my other computer and see what I can find :/

Kind Regards.
C
#49
Ahh yeah, I did think that would be the case if you were running it through the Android emulator. This is, indeed a stand alone, sole APK. I just thought there might have been an xml somewhere in the Android SDK project that contained the display prefs.
#50
Ahh thats great, can you remember where abouts I can find the app preferences menu? This all sounds exactly like what I need.

Kind Regards
C
#51
I have managed to get my little game working on android, but I have a few questions. Is there a way to set the scaling method to nearest neighbour and perhaps any of the other options: like fullscreen scale and window scale that can be found in winsetup? I've had a look through the ags library files in the Android SDK for any clues but haven't found any.

Any help would be amazing.
C
#52
I had noticed I didn't have the NDK installed from the Android SDK Manager. So I switched than on thinking this could be the issue but it throws this warning when I try to build?

Code: ags
No toolchains found in the NDK toolchains folder for ABI with prefix: mips64el-linux-android

When I uninstall the NDK all the errors vanish as you can imagine. But, as you have stated in the original post, it is a requirement.

I'm very sorry for being a such pest and cluttering this thread up. It's frustrating because I feel close to getting the app working and with the awesome work that's been done here, it's been a huge help. If I get this working I will also show my process in getting it all working. I know very little about Java and android development, it's well out of my comfort zone.

Any ideas? :( one step forward, two steps back lol

FIXED

Seems that if you install the NDK via the SDK Manager it misses a number of Toolchains folders. I manually downloaded an older zip (16b) in my case and copied the missing files into my: \AppData\Local\Android\Sdk\ndk-bundle\toolchains and that fixed the errors in the project.

Sadly the app still loads to a black screen. I tried using AGS files instead of an obb and the issue still persists so I'm now wondering if the problem lies with the project now. Maybe in the Project Structure settings? I dont know. I'm at a bit of a loss.
#53
That's great, I do have my phone linked up in developer mode via USB and it was installing the APK fine, so that's all working at least.

I also updated the AGS library with the 3.4.1 build. I was using the Steam plugin, but I made an Android version of the project and removed all the STEAM strings from the project in case that was causing issues.

The app still fails to open though, and I get an error: Session 'app': Error Launching activity. It launches now, just the screen is a solid black although it asks at the start for various permissions to access photos and things - so it's trying to work.

My obb file is: main.1.com.CompanyName.Game

I updated the project.xml
Code: ags
<?xml version="1.0" encoding="utf-8"?>
<resources>
    <!-- TODO: Update these values for your project -->
    <!-- app name -->
    <string name="app_name">Game</string>
    <!-- game EXE or data file name -->
    <string name="game_file_name">Game.ags</string>
    <!-- expansion file version -->
    <integer name="obbFileVersion">1</integer>
    <!-- expansion file size in bytes (long) -->
    <string name="obbFileSize">43613638</string>
    <!-- expansion file key, @null for none -->
    <string name="obbKey">@null</string>
</resources>


I never still haven't used the Jobb/jobbifier tool as I'm not sure how to use it, looking into that I know you use the command console but other than that I'm at a loss. Using ES File Explorer I can see the my obb file is on my phone in the apk.

I also noticed in the master dir - mythsuntold_dungeonhands-master/ I have a file gamecompany.game.iml with this code in it it:
Code: ags
<?xml version="1.0" encoding="UTF-8"?>
<module external.linked.project.id="mythsuntold_dungeonhands" external.linked.project.path="$MODULE_DIR$" external.root.project.path="$MODULE_DIR$" external.system.id="GRADLE" type="JAVA_MODULE" version="4">
  <component name="FacetManager">
    <facet type="java-gradle" name="Java-Gradle">
      <configuration>
        <option name="BUILD_FOLDER_PATH" value="$MODULE_DIR$/build" />
        <option name="BUILDABLE" value="false" />
      </configuration>
    </facet>
  </component>
  <component name="NewModuleRootManager" LANGUAGE_LEVEL="JDK_1_7" inherit-compiler-output="true">
    <exclude-output />
    <content url="file://$MODULE_DIR$">
      <excludeFolder url="file://$MODULE_DIR$/.gradle" />
    </content>
    <orderEntry type="inheritedJdk" />
    <orderEntry type="sourceFolder" forTests="false" />
  </component>
</module>


does this seem correct too? The 'external.linked.project.id="mythsuntold_dungeonhands" external.' seems odd, is that fine?

I feel pretty close, just at a quandary now ???
#54
I've been following these instructions to the best that I can, looking at getting my little project working on the Phone. I dont have any compile errors or warnings and the phone is connected via USB developer. It all builds fine and generates the APK file fine. But I have one problem. The game flashes black and then returns to the phone home screen (so the APK is duff). The app also has it's original name Dungeon Ha....

I was curious of a few things - Firstly how to change the app name - I'm guessing I've done something grossly wrong. Secondly. I couldn't use the Jobb tool as there is an error when I run it so I used Winrar? I searched that by zipping up files and in a stored compression and giving it the file extension of .obb works (though I'm not sure now). My Obb file is named: main.1.com.Game.GameGame.obb (keeping the name convention the same as the original obb file).

The files I zipped were: \Compiled\game.ags & audio.vox
Is this all that is required?

********
I managed to atleast get the app name right now changing the  android:label="" in the AndroidManifest.xml but the app sadly still doesnt load. I forgot to mention that the game is compiled using AGS 3.4.1 if that could be an issue.

Any help would be great as I feel like I'm pretty close getting it all working (Thanks to eri0o of course :) )

#55
Dont worry about it then Kris

Still a fantastic script and it shall be used!

King Regards
CC
#56
Have you tried using the stacking on multiple inventories?

I'm using 2 inventories, one for the player and one for crafting items. In the game_start I've set both:
StackingInv.Setup(invCustomInv, eFontStackFont, 15, false); //player
StackingInv.Setup(invCustomInv2, eFontStackFont, 15, false); //crafting

Something odd is happening though, the items are getting added to the inventories but for some reason they're not being displayed. They are there though, just invisible because if I mouse over the empty inventory spaces it display the names of the items (I'm using a label that displays what's under the mouse). It's really odd.

**General settings**
Display multiple duplicate items is = false.
Override built-in inv win click handling = true.

It's not a problem if this isn't something that can be solved - I'm just wondering if I'm just doing something stupid.

Kind Regards
CC
#57
Yes I'm an idiot Cassiebsg... Player does start with these items...

Kind Regards
C
#58
Just a quick question with the script.

I added the script to my game start and as a test gave the player a number of items but it seems to add an additional item.

Code: ags
 
  player.AddInventory(iKey);
  player.AddInventory(iKey);
  player.AddInventory(iKey);
  player.AddInventory(iBlueCup);
  
  StackingInv.Setup(invCustomInv, eFontPixelFont, 19680, true);


So with this code presented above, it says I have a stack of 4 keys rather than 3, and 2 blue cups rather than one. I Set the general settings to not display multiple items. I'm sure I'm just doing something silly.

For my mouse control I'm doing it a little differently from the built in system, with one mouse button doing everything and the right as a cancel/deselect.

Code: ags

function on_mouse_click(MouseButton button) {
    int lt = GetLocationType(mouse.x, mouse.y);
  InventoryItem*ai = player.ActiveInventory, ia = inventory[game.inv_activated];
 
  if (button == eMouseLeft) {
    if (lt == eLocationNothing) Room.ProcessClick(mouse.x, mouse.y, eModeWalkto);
    else if (ai) Room.ProcessClick(mouse.x, mouse.y, eModeUseinv);
    else Room.ProcessClick(mouse.x, mouse.y, eModeInteract);
  }
  else if (button == eMouseRight) {
    if (ai) player.ActiveInventory = null;
    else Room.ProcessClick(mouse.x, mouse.y, eModeLookat);
  }
  else if (button == eMouseLeftInv) {
    if (ai) ia.RunInteraction(eModeUseinv);
    else player.ActiveInventory = ia;
  }
  else if (button == eMouseRightInv) {
    if (ai) player.ActiveInventory = null;
    else ia.RunInteraction(eModeLookat);
  }
  
  if (button == eMouseRight)
  {
    player.ActiveInventory=null;
  }
}



I;ve not had a proper test as I'm still working on UI stuff but adding
Code: ags
  if (button == eMouseRight)
  {
    player.ActiveInventory=null;
  }
should do the trick.

This is exactly what I need though. So Thank you so much.

Kind Regards
C
#59
That's fantastic Khris

I'll have a look at the script and give it a good play. Much thanks to you! Stacking would be such a handy option for how AGS handles it's inventory. So this is great.

Kind Regards
C
#60
Hi

I've been looking around for a while now for a solution (not wanting to really post) but I've struggled to find any information on how to do this.

Is there a way to stack items in an inventory? I know in the general settings you can set it to allow duplicates, but a stacking option would be amazing. I did find this post: Forum Post on Stacking but it doesn's sound very robust - e.i if you take a stacked item do you take the whole stack or just one from it, ect).

I was wondering if there were any modules or plugins that I've missed that achieve this? Something like this would probably help me in a number of projects, and I can't be alone :)

Currently I have an Inventory GUI and a Font for the stack number display - the GUI inventory doesn't need to scroll as shifiting stack numbers up and down with the items would be complicated - I imagine.

Any help would be really fantastic on such a matter

Kind Regards.
C
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