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Messages - Manu

#1
AGS Engine & Editor Releases / Re: AGS 3.6.0
Sat 01/04/2023 15:46:47
Thanks a lot, guys! You are amazing!
#2
Engine Development / Re: AGS engine Web port
Sun 26/03/2023 18:50:30
Thanks guys for all the fixes!
#3
Quote from: eri0o on Sat 25/02/2023 12:21:46Ah, right, we are still figuring out a rough plan of things to do on each city in Italy.

Sorry if I didn't see this post before. Let me know if you need anything, where to go, what to see, trains and so on! :)
#4
Engine Development / Re: AGS engine Web port
Mon 20/03/2023 20:24:40
Just for curiosity, checking the stats of my page on itch, I can see the first mobile OS is Android 13, followed by iOS 16.3.1, then Android 12, then iOS version 16.2. Apparently, most of them are smartphones, not tablets. So my old iPad is not really a priority, but I think making fullscreen work on iPhones is important, considering that screens are small and switching to full screen can make a difference.
Let me know if you need more tests. Thanks for your work!
#5
Engine Development / Re: AGS engine Web port
Mon 20/03/2023 14:55:29
Quote from: eri0o on Mon 20/03/2023 08:31:31I forgot to ask, what happens when you use alt+enter?

Same, it switches to full screen for a while, then returns to the browser window. The itch.io button instead worked on Safari, but it's not easy to go back because option-enter doesn't work, and Esc doesn't work, plus the itch.io icon is not visible anymore on the game screen.
I had to use Cmd+tab to switch to another window, then go back to the itch page. It's a bit of a mess.
#6
Engine Development / Re: AGS engine Web port
Mon 20/03/2023 07:22:25
Quote from: eri0o on Sun 19/03/2023 21:18:14If you want to try this, you can edit the index.html to remove the gears button and add a Fullscreen button in-game, using a regular AGS GUI and button.

I can do that, but what is the function to call when the user clicks on the GUI button?
#7
Engine Development / Re: AGS engine Web port
Sun 19/03/2023 20:39:20
Quote from: eri0o on Sun 19/03/2023 17:03:02Wait, which Chrome? I am using Google Chrome (111.0.5563.65 64 bits) on Windows 10 and it works in your game. Can you tell me specifically what browser and OS you are getting this behavior?

Ok, sorry, it's not true that it's not working on Chrome. I thought it was not working because:
- you click the gear
- the popup appears, and you click "toggle" -> nothing happens
- then you click inside the canvas (for example I click on New Game in my game) -> switches to full screen

Just tested on Chrome for Windows and Mac.

Instead on Safari for Mac 16.3:
- you click the gear
- the popup appears, and you click "toggle" -> nothing happens
- then you click inside the canvas -> it switches to full screen for a second, then goes back to normal (the itch icon works, instead)

#8
Engine Development / Re: AGS engine Web port
Sun 19/03/2023 16:44:55
Quote from: eri0o on Sun 19/03/2023 16:22:40@Manu can you try setting your game_scale_win to proportional ? It being small should be related to this I think.

About the stretching in the width, I am not sure what it could be, but this will take a while to figure it out. :/

Ah, the fullscreen button from itch can probably be disabled, and instead, it's best to use the one in the engine.

Fix2 works too. Which one is better to use?
proportional works, now the game has the same width as the window. Unfortunately, the upscaling quality is very bad, but this is probably inevitable? It's strange because the iPhone has a very high resolution, I suppose there are enough pixels to upscale it better.

I prefer to keep the fullscreen itch button, because it works on desktop, while the toggle full screen ags button doesn't seem to have any effect (at least on Chrome).


#9
Engine Development / Re: AGS engine Web port
Sun 19/03/2023 16:19:22
Quote from: eri0o on Sun 19/03/2023 16:14:28Is this anywhere or just in iPhone Safari again?

At the moment I only tested it with my iPhone. Later I should be able to test it with an iPad.
This is the cfg:

Code: ags
[misc]
game_width=320
game_height=200
gamecolordepth=32
antialias=0
cachemax=131072
user_data_dir=
shared_data_dir=
titletext=Star Trek Setup
[graphics]
driver=OGL
windowed=0
fullscreen=desktop
window=desktop
game_scale_fs=proportional
game_scale_win=round
filter=stdscale
vsync=0
render_at_screenres=0
rotation=unlocked
[sound]
enabled=1
driver=
usespeech=1
[language]
translation=
[mouse]
auto_lock=0
speed=1
[touch]
emul_mouse_mode=one_finger
emul_mouse_relative=0
#10
Engine Development / Re: AGS engine Web port
Sun 19/03/2023 16:05:24
Quote from: eri0o on Sun 19/03/2023 02:55:15If you want to try, replace your ags.wasm and ags.js files from your game with the ones from here:

Fantastic! The fix works! I was able to play the game on my iPhone 12. I uploaded it to my itch.io page if you want to check. The only problem now is the size of the screen. I configured it 960x600 (the game is 320x200), but it's in a small rectangle in the center of the screen, both in landscape and portrait. The itch full-screen button doesn't have any effect. While the "toggle fullscreen" ags button apparently only stretches the game horizontally. But the touch screen now works; thanks a lot!
#11
Engine Development / Re: AGS engine Web port
Sat 18/03/2023 09:35:00
Quote from: eri0o on Sun 05/03/2023 14:17:41Edit: tried rolling back to Emscripten 3.1.26 and it didn't fix. I tried removing some recent added things and it also didn't fix. I remember using it in iOS in old versions of the web port, but I don't remember which version.

Just checked my game (web version published on itch) on an Android tablet, an iPhone 12, and an old iPad mini.

Android tablet: works perfectly. It opens full screen. You need to touch twice to simulate a click, which is great. You touch and then you touch a second time to click.

iPhone 12: I confirm it's not working. The game loads and the cursor appears in the middle of the screen, but all touches are ignored. It's impossible to click. Additionally, it does open in a small rectangle in the middle of the screen (both in landscape and portrait) and it is also impossible to zoom in or out.
(If it helps, La Colonia, the demo I published on July 2022, was working perfectly on iPhone)

iPad mini iOS 12.5.7: The game does not load. It says "Preparing... (0/1)" and it stays there
#12
I'm thinking that I can implement the online high score chart with the current plugin. I can simply use:

Code: ags
AppOpenURL(eAUrlProto_https, "mysite.com/score.php?score=12121&user=USER");

this will post the score and show the current chart on the browser tab. I won't be able to show the chart in a game room, only on the browser, but it should be fine.

Do you see problems if I pass some parameters in get in AppOpenURL?
#13
Quote from: eri0o on Tue 14/03/2023 14:34:26I have thought about this in the past, what exactly you are trying to accomplish?

I wanted to create an online hi-score chart.

I would create an API to post the score, like https:/// something.com/postscore.php?score=XXXX&user=USER (PUT possibly, not GET). This will be called when the user completes the game.
Then, the game can call another API to get the top 10, like https:// something.com/gethiscore.php (result can be in CSV or json, not sure what is better). And the game will show the best scores.

Of course, once you have the curl, you can use it for many other things (loading user-generated levels for example). Or simply ask the server if there is a new version of the game.




#14
Would it be possible to use the plugin to make an http request and get the result, instead of showing the page?
Something like: String str = AppOpenURL(eAUrlProto_https, "itch.io");
#15
Engine Development / Re: AGS engine Web port
Sun 26/02/2023 18:13:47
Quote from: eri0o on Sun 26/02/2023 17:45:07here are some complexities involved when doing something like this that makes not easy to support right now.

Very clear. I imagined it wasn't easy, but you never know :)

Thanks again for the amazing web port. Just for you to know, my Star Trek game had an unexpected "success", and this is also thanks to the web version. It appears users prefer web version rather than downloading, at least for small games like this one (1500 downloads vs 7300 browser plays). Amazing!
#16
Engine Development / Re: AGS engine Web port
Sun 26/02/2023 17:40:21
I have a question about the persistent save games in the local storage. Is it possible to "extract" them from the local storage to open them with the Windows version of the game? Alternatively, is it possible to transfer them to another computer (maybe same browser) to open them with the web version of the game?
Thanks a lot!
#17
Engine Development / Re: AGS engine Web port
Mon 20/02/2023 21:17:06
Quote from: eri0o on Tue 14/02/2023 23:03:17Hey, I updated the engine built in ericoporto.github.io/agsjs/ to sync save games! (I am using your browsers IndexedDB support)

This is absolutely fantastic! Thanks a lot for the amazing web engine!
#18
Quote from: BowsetteGamer on Mon 06/02/2023 11:17:25Objects such as; Gold, food, Potions, shovel, pickaxe, quest items, books, among others. You don't necessarily have to walk towards them, you can take it even if you don't walk there.
Collecting gold/good/potions that are very far from the player, without the player moving, according to me is a bit strange (unless it's telekinesis). Anyway, if this is a precise choice, who am I to discuss :)

Quote from: BowsetteGamer on Mon 06/02/2023 11:17:25Regarding the interact icon that also serves to combat, I actually merged them, so that it has an easier gameplay for the player, because imagine playing with 9 or 12 cursor modes, even so I like the idea of placing a combat icon over the enemy.
I will take all your suggestions and add them in the next update of the game. Thank you very much for notifying me.
Yes, I understand the cursors icons were merged. What I'm saying is that the default image should not be a sword, otherwise the impression of the player is that he is attacking all objects. You could use a generic icon like a "hand" to represent the action. But when the cursor is on top of an enemy, the hand can become a sword. Just a suggestion.
Best!
#19
I think you did an incredible job here. Congratulations! I'm a fan of Ultima VII, so I greatly appreciate this.
I just tried it for a few minutes, I promise I'll play it more, but in the meantime, I can give you a few usability feedbacks:
- when you click "interact" with an object, it would be nice if the character walks there automatically. Now you have to walk there and then interact. It's a bit annoying
- the icon for "interact" is "combat". It would be better to use a generic cursor (and maybe switch it to a combat icon when you are on top of an enemy)
- the Esc key typically opens a settings GUI or the quit game GUI. I think the users expect that
It would be very nice if the object's name is shown in a display bar when you are with the mouse on it. This will be useful for identifying objects you can interact with

I'll give you more feedback when I have tried it more. Again, congratulations!
#20
Engine Development / Re: AGS engine Web port
Mon 30/01/2023 10:29:02
Quote from: eri0o on Sat 21/01/2023 20:34:34Thank you! If a game is mobile friendly you can mark so in itch.io, for the game in question it isn't since it needs a keyboard.

I didn't mark the game as mobile friendly; in fact, when I open the page on my iPhone, it says: "This game is not designed to run on your device". Don't you see this warning?

By the way, I have a half-idea about how to make the game playable on mobile/without a keyboard, but it will require some work.
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