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Messages - Andrea1992

#1
Engine Development / Re: AGS engine Web port
Sat 15/01/2022 04:38:33
Well, im not using dynamic sprites so no problem with that. I just checked and a completed agssave file is ~500KB (the total folder is 900Kb).
The web game will only be available for students in a school. They use tablets, chromebooks, etc, but they dont always use the same device. So Id like that the game creates the save files so the school can save them in the student user profile (they have their own infrastructure for this).

So I wonder how I could do this?
Quote from: eri0o on Fri 14/01/2022 07:25:34
The idea is to sync the virtual filesystem save directory (which is mostly smokes and mirrors) to the key and value browser storage.

Thankss
#2
Engine Development / Re: AGS engine Web port
Fri 14/01/2022 06:54:55
Oh wow, this is truly amazing! I used the AgsEditor_3_6_X_WebTest.zip and I could export it to web! My game is huge, build size is 2.68 GB. I still tried and uploaded it to gamjolt and it worked!! it takes like 15 minus to load, but it's perfectly playable on desktop browser (does not load in mobile browser).

Then, I tried with the demo (build size ~900MB) and it only takes ~5min to load on desktop, mobile does not load either:
https://gamejolt.net/?token=UBH7mMV2uy8acabUEyzF5kNJDGktmb

I'm very interested in saved files, would appreciate some insight on this.
Quote from: eri0o on Wed 26/05/2021 02:45:17
If you want persistent save files, ask me about it here in the thread, they are technically possible

I'm working on a very light version of the game, trying to bring it down to ~300MB as you recommended because I'm after a mobile web version.

Thanks so much for this!
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