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Messages - Vincent

#61
I think all CW opinions exposed are very pleasant and well organized which overall should work everything fine.
On a side note I was thinking of the easiest way for users to play a video as simply as playing an audio file in ags, in my mind I picture it something like this:

Maybe have a separate category for videos:


So you can simply add a video as you do with an audio file:


So every single video has his own properties (Regarding point 4 I think the video should have his own audio type too):


And inside the script we might eventually do something like this:

Code: ags
Video*video;
video = vIntro.Play(audioPriority, repeatStyle, blockingStyle, videoSkipStyle, flags);

     // vIntro.Play(eAudioPriorityNormal, eOnce, eNoBlock, eVideoSkipNotAllowed, 10);
#62
I think that since this engine is mainly based on a certain type of video games (point and click) and since FMV games somehow fall into this category, the function of playing a video should work a bit more broadly, such as running a video without blocks or having more resources in manipulating a video. I think it would be nice if videos can have more resources of manipulation like the audio channels do. For example having something like this for videos too:

Video.Pause
Video.Resume
Video.Seek
Video.SeekMs
Video.Speed
Video.Stop
Video.ID
Video.IsPaused
Video.IsPlaying
Video.LengthMs
Video.Position
Video.PositionMs
Video.Volume

But of course also keep the things that it already does because they are useful as VideoSkipStyle and Flags.
#63
Thank you very much for the post I really appreciated!!
#64
Quote from: eri0o on Fri 03/02/2023 12:27:48Can you elaborate what is the use of playing videos in non-blocking? (Like, what's intended to happen simultaneously with the video)

Well all the stuff you can do when the game is not blocking you know? Eg. Like moving the mouse, interacting with buttons etc.
#65
This is kind offtopic but there wont be a chance to change how the default 'playvideo' work? So to allow the video to play also in Noblock mode? Because the main focus of this plugin to me is that you can play a video in Noblock mode. Theoretically if that were the case there would be no need to use a plugin and in my mind an Android game would play the videos just fine with the standard Ags command, is that right?
#66
Quote from: eri0o on Mon 23/01/2023 12:38:21To just run it's simply add the pre-builts of the plugin in the same place where pre-builts of the engine are placed, note there's a directory for each different architecture, so you want to build the plugin for all those individually.

The way I find easier to build is to add the plugin in the AGS cmake project and make sure the project is a shared library. Then it should create the additional plugin as a library in each architecture directory.

You can theoretically make your own Makefile, make sure it uses the same sdk and ndk AGS uses and all that but my experience was that keeping that updated with all the changes in Android was a much bigger burden if you want binaries that can actually be approved in Google Play.

Edit: ah, that would be all easier if there was a cmake project already in the plugin directory.

@eri0o do you mind to do a step-by-step walkthough on how to do this? If you dont mind and when you have some free time ofc!
#67
Quote from: Crimson Wizard on Mon 23/01/2023 12:05:08I wish I knew myself... Theoretically this may be done under Linux, at least we were building some of the "standard" plugins under Linux previously.

I will have to consult someone about this, like eri0o maybe.

There's no problem really, maybe @eri0o knows how to do that, sorry for mentioning.
#68
Quote from: Crimson Wizard on Mon 23/01/2023 11:49:30Of course, because you need to have this plugin compiled for Android too. Each plugin you are using has to be compiled separately for each platform you're building your game for.

I don't remember how do you add plugins for Android though, this has to be clarified.

Hi CW thanks for answering, I didn't know that I am sorry. So this might work on Android but the plugin need to be compiled separately, how to do that?
#69
Hello, I tested this plugin on the new version of Ags. I think this has already been documented but it seems the plugin doesn't work if the game is compiled for android, can you guys confirm this? When I open the game on my phone I get this screen: (Sorry for the giant picture)



In addiction I'd like to say that this plugin is very important to me because I like making FMV games and I would like if one day it could also embed video sound instead of mute because sometimes syncing sound with video is difficult. Also it would be very helpful (for me) if we could have a way to pause the video.
#70
For your consideration:



A gothic mystery set in the 19th Century, Castle Dornstein is a point-and-click adventure game that follows Hemlock, a young scholar hired to translate a mysterious medieval book known as The Devil's Diary.

Written by a monk named Gregorovitz who went mad and renounced his faith, the legendary book was lost for centuries until Lord Fiodor Dornstein discovers it.

Lord Fiodor invites Hemlock, an expert in Medieval Latin, to the Bohemian countryside to stay in the crumbling Castle Dornstein as he translates the book. When the book goes missing on Hemlock's first night at the castle, everyone becomes a suspect and Hemlock must explore a castle where secrets hide in the shadows and a dark history waits to be discovered.

Solve puzzles as you search for clues and explore the many rooms of the castle. Travel to the nearby village of Krkanov, where gossip about the castle points to an ominous past. As your investigation continues, you begin to unravel a mystery much greater and far more disturbing than a stolen book.






Please consider for:

  • Best Demo
  • Best Gameplay
  • Best Background Art
  • Best Animation
  • Best Writing
  • Best Character (Hemlock)
  • Best Music & Sound
  • Best Programming
  • Best Puzzles
#71
Quote from: Crimson Wizard on Wed 18/01/2023 10:29:21Please clarify, do you build your game as a proper APK, or running a AGS Player (universal launcher)? Where exactly do you set these options?

I set these options via Default setup inside Ags editor and then I build the game for Windows and Android. Then I run the game on my phone as a proper APK and it seems like I can only perform a left click, even after compiling the game with the option 'Touch to Mouse Emulation' set to Two fingers.

:Edit: I am using AGS-3.6.0.40-RC5
#72
Hello I am trying to convert a game from Ags to Android, I'm sorry in advance if this question has been asked already. It seems that when I change setting 'Touch To Mouse Emulation' to be 'Two Fingers' nothing change, basically I'd like to perform a 'right click' but there is no way I am able to do that, I've been trying a lot but still nothing. Is this just me or can you perform a right click?

Quote from: Crimson Wizard on Tue 27/12/2022 19:44:48EDIT: right, this also happens with "Lock screen orientation" setting. It keeps resetting to default "Portrait".

Also this option 'Rotation Mode' is set to 'Unlocked' which should do both (Portrait and Landscape) but the game is always set to be in a Portrait Mode if you select the 'Unlocked' option (I also made sure the phone option regarding rotation was unlocked) but if you select 'Landscape' then the game run properly in Landscape Mode.
#73
Ok thanks again for all the support, were do I should get all of this? Do you have any recommended links?
ps: also I think the manual should be a bit revisited in this case because maybe someone will download a new version of Android studio and have my same problem

edit: I've downloaded JetBrains Toolbox and looked for Chipmunk on it but I found nothing
#74
This isn't urgent I just wanted to give it a try to see how it all worked. Basically it just miss the sdk path with the version I have of android studio (which I think is the newest one because I just download it today and I dont feel like installing an old version) however as you saw early I followed the correct path in the editor preferences but it doesn't show the "Found in Config!" for the sdk path. However I hope you can look into it soon.
#75
Well, I think I went through all the 4 steps of the manual. When I went to "Android SDK" I only selected Android 10.0(Q) and clicked ok but it didnt showed this screen:



By the way the Android 10.0(Q) has been installed successfully as they say. I've been met that screen too about licensed and I accepted all (I can't remember if I installed something on that screen but I dont think). I've been trying to use the search bar inside the SDK folder and looking for the sdkmanager but can't find anything...

Idk what should I do next, should I create that empty file and then give that as a path for SDK? or should I try to download JetBrains Toolbox?
#76
Thanks for taking the time to see all of this. What you mean by creating an empty file? Also as you can see in the previous screenshot I dont have these path on the SDK folder:  tools\bin\sdkmanager I'd like to try and see if Ags can compile the same
#77
Quote from: eri0o on Tue 10/01/2023 15:51:38Also, just please, check that is indeed the SDK path that is pointed by Android Studio. The problem I had when making this feature is these weren't matching.

You mean this?


Also regarding this reference "Reference: https://developer.android.com/studio/command-line/sdkmanager"
Should I do all of that to make it work?
#78
So if doesn't appear the "Found On Config!" for SDK path I can't try to build it right?

EDIT: ok no problem btw I can't find any of this inside the SDK directory "cmdline-tools/latest/bin/sdkmanager"

This is what I have inside the SDK folder:

#79
This is strange because I am using that path: C:\Users\Utente\AppData\Local\Android\Sdk but it doesn't show the "Found On Config!"

#80
Yes C:\Users\Utente\AppData\Local\Android\Sdk is there
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