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Messages - JJS

#1
Engine Development / Re: AGS engine iOS port
Thu 30/05/2013 08:24:55
The jailbreak requirement is only for the version in this thread as it is the only way to install non-store apps. Other changes for submitting to the store would be mostly adding meta files like all the required images for the different devices. You can see these changes in JanetG's repository linked above. It also has modified controls that are more suited for touch control.
#2
The Rumpus Room / Re: Name the Game
Fri 26/04/2013 10:49:05
Uru?
#3
Engine Development / Re: AGS engine iOS port
Thu 07/02/2013 16:59:02
Quote from: patoland on Thu 07/02/2013 11:35:47but i still can't have my build running without errors, i don't think it's a matter of having the apple license at all...or i'm wrong?
What error do you have now? Is your installation of xcode properly patched to produce unsigned binaries? You might have to change or remove the post build event that is run after the build has finished. It is written for xcode 3.x because that is what I use.

Edit: Actually there were files missing from the xcode project, so that is probably the issue. I fixed that, sorry for the trouble.

Also I am now uploading IPA files of the engine to the daily build location http://jjs.at/daily/ . They will be updated more regularly than the Cydia repo.
#4
Engine Development / Re: AGS engine iOS port
Sun 27/01/2013 17:56:38
a) Well, technically you can do a build. But you cannot run it on your device. This is only possible with either a jailbroken device or a dev account. If you try to debug the app, xcode simply tells you that there is no provisioned device and refuses to launch.

b) There a a lot of warnings (the yellow stuff), you can ignore that. The red errors are caused by a missing C++ flag and should be fixed by the latest commits (update your sources).

Quote from: festilligambe on Tue 22/01/2013 17:24:52Is your eventual plan to have somehting that would help others put their AGS games into the apple store? Still there be plans for a versiont hat will make a standalone ipa file with the engine and game contained?
You will always need an Apple developer account and some knowledge of developing apps for iOS to bring an AGS game to the market.
#5
Engine Development / Re: AGS engine iOS port
Mon 31/12/2012 07:18:16
Sounds good :-D

I uploaded another update. It is essentially the same but with a further change for task switching. The config file should not be necessary, ideally the game would run without it or when setting
Code: ini
threaded = 1

in it. So for testing the setting should be set back to this default value.

It is interesting that you don't see a sound stutter. The ipad 3 is probably fast enough so that this does not become a problem usually.

E: All changes are now pushed to the source repo.
#6
Engine Development / Re: AGS engine iOS port
Sun 30/12/2012 13:46:43
Thank you for the log!

The crash happens in the audio callback but I think it is for a different reason than in the stackoverflow thread. I updated the port, maybe it cures the problem.

If it still crashes, I probably have to look at the full crash report. I suppose the crash always happened the same way as in the crash you posted?

You can post new logs using the {code} tags so that they use less room or send to my email jjs@jjs.at.
#7
Engine Development / Re: AGS engine iOS port
Sat 29/12/2012 19:07:20
Can you verify that the config file is actually read by setting
Code: ini
[sound]
enabled = 0

This should disable sound completely.

I was under the impression that the crash is sound related but if that config file doesn't make a difference, it must be something else. No idea what it would be though. But since you can reliably reproduce the crash we should be able to figure it out eventually ;)


Edit: Ok, maybe I know a way to find out more about the crash. Since you have a jailbroken device, can you get me the crashlogs from the device? They are stored at this location with a plist extension:
Code: AGS
/var/mobile/Library/Logs/CrashReporter

Because they have to match the debug symbols that I currently have, I would only need the crashes from today.

Edit2: Actually it looks like the crash reports get synced by iTunes, so depending on your situation it might be easier to get them from the PC. A guide is here: http://www.trilinkee.com/crash_logs.html
#8
Engine Development / Re: AGS engine iOS port
Sat 29/12/2012 08:49:35
I updated the port to the latest source version. Please try with that, it potentially has a fix for the crashing. Unfortunately it doesn't happen for me (ipod 4) so it is a stab in the dark.

If this does not help with the crash, please place a configuration "ios.cfg" into the game directory ("/User/Documents/ags/game/ios.cfg") with this content:
Code: ini
[misc]
config_enabled = 1
[sound]
enabled = 1
threaded = 0
cache_size = 10
[debug]
show_fps = 0
logging = 0
You should notice that sound starts stuttering on room changes but it probably also removes the crashes.
#9
The newest builds work for me on iOS too. But I have not done extensive testing, really. I would also recommend not to update your source to the latest "refactory" or "master" version because this might have new bugs and will have zero benefit for only running on iOS.

Quote from: JanetC on Wed 12/12/2012 14:43:08When was the unsafe change made? I have a beta of Gemini Rue on iOS running on the Wadjet Eye boards at the moment, and we are getting a lot of crash reports.
Doesn't sound so good. If you have something that seems to be a general port problem please forward it to me. The most likely cause of crashes is still the multithreaded audio. If so I would expect it to mostly affect devices with multiple processor cores.
#10
Engine Development / Re: AGS engine iOS port
Fri 19/10/2012 14:27:45
Hold down one finger for more than a second. It gets closed the same way.

Not sure how good it will be for playing the game though, it might not have all required keys.
#11
Engine Development / Re: AGS engine iOS port
Tue 04/09/2012 18:43:42
The modified engine for iOS (and the other ports) cannot usually load savegames from other AGS versions. If you want a Windows engine that is compatible with the iOS savegames, use one from the daily builds: http://jjs.at/daily/. It works like on the ports, just put it into the game folder with Resonance.exe renamed to ac2game.dat. This still doesn't allow you to play the old savegames but you can at least share the new saves between the iPad and the PC.
#12
Engine Development / Re: AGS engine iOS port
Sat 14/07/2012 07:41:53
AGS has a script function to check for the underlying platform. But at the moment it returns "Windows" on all mobile platforms because I noticed that games make assumptions based on the reported operating system that don't hold true (e.g. that plugins are not available).

Both Android and iOS ports have a way to invoke the standard system keyboard and to press the function keys and ESC. Adding more buttons is a bit difficult and in the end action scenes like in Gemini Rue will be difficult to play on them anyway. What would be possible is adding customizable buttons that are overlaid over the game and that can be bound to any key. If someone wants to implement that, be my guest.


Edit: Just for reference, this is how the iOS virtual keyboard looks like in AGS:

#13
Engine Development / Re: AGS engine iOS port
Thu 28/06/2012 16:15:47
All game resolutions are supported and they are scaled to the screen size as necessary.

Speed of course goes down with higher resolutions. On my iPod 4g Snakes of Avalon still gets > 35 fps with the OpenGL renderer in the bar. The downside is that the OpenGL renderer does not yet support tinting of sprites and plugins that draw to the screen (like the D3D renderer on Windows).

Also the memory consumption goes up a lot with the resolution so it is possible that a hires game runs out of memory.
#14
Engine Development / Re: AGS engine iOS port
Tue 26/06/2012 22:50:00
Legba, the game files go into /var/mobile/Documents/ags/game/

The main game file ("Gemini Rue.exe") has to be renamed to "ac2game.dat". You can take a look at the sample game files to get an idea.

The file permissions for the "ags" and all subfolders must allow writing by a standard user.
#15
Engine Development / Re: AGS engine iOS port
Sat 16/06/2012 15:08:59
Thanks for the offer! Don't mind if I take you up on it. I send you a PM.

It would mean that bigendian platforms will be actively maintained again, so this riddle would get solved. :=
#16
Engine Development / Re: AGS engine iOS port
Tue 05/06/2012 19:16:19
The app now has native iPad support. Please let me know if there are issues with it.
#17
Engine Development / Re: AGS engine iOS port
Mon 04/06/2012 21:33:41
I will make it a universal app. Up to now I wasn't sure if this had any benefit, but I guess it has.

The engine supports the same configuration file as the Android port. You have to create a file "ios.cfg" in the Documents/ags/ folder like this:
Code: ini

[misc]
config_enabled = 1
rotation = 0
translation = default
[controls]
mouse_method = 0
[compatibility]
clear_cache_on_room_change = 0
[sound]
enabled = 1
threaded = 1
cache_size = 10
[midi]
enabled = 1
preload_patches = 0
[video]
framedrop = 0
[graphics]
renderer = 0
smoothing = 1
scaling = 1
super_sampling = 0
smooth_sprites = 0
[debug]
show_fps = 0


Set "mouse_method = 1" for relative mouse movement.
#18
Engine Development / Re: AGS engine iOS port
Tue 22/05/2012 21:37:28
Download of the test game and midi patches should work again.
#19
Engine Development / Re: AGS engine iOS port
Sun 20/05/2012 10:44:47
Another update...

The game screen now moves out of the way when the keyboard is shown in portrait orientation.
#20
Engine Development / Re: AGS engine iOS port
Fri 18/05/2012 07:58:42
Update time!

- Added F1-12 and ESC key to the keyboard
- Loading indicator now stays centered when turning the device
- Mouse works correctly with the hardware renderer


Known issues:
- There is a race condition when turning the phone which can cause the screen to freeze
- Going to the desktop can cause the game to terminate (also a race condition)

Plans:
- Move the game screen upwards when bringing up the keyboard in portrait mode so that it is fully visible
- Menu for choosing games (if I can figure out how to change views :-\)
- Settings, either rolling my own or integrated into the system settings


The update should show up in Cydia.
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