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Messages - Potajito

#1
Quote from: eri0o on Mon 14/03/2022 16:41:46
Hey, I will remove the downloads from this topic, please use the new AGS 3.6.0 releases - a new one should be available soon. I will check the speech anyhow to see if there's something missing.

Curiousity, if you go into your Compiled/Android directory, is there a speech.vox somewhere there? Probably like Compiled/Android/mygame/app/src/main/assets/speech.vox or similar?
Yep, it's there!
#2
Hey!
This looks amazing, congrats!

I managed to build without much hassle, and everything seems to work so far BUT speech. It just doesn't play. Other audio seems fine, and looking at the apk size, everything should be there.
May this be related to what Laura said some time ago?
QuoteAlso, an interesting side effect was that in the compiled Windows version, frame-linked sounds were not playing at all. I don't know what this has to do with the changes introduced for the Android build, but I can confirm that when I compiled and ran my game with the "vanilla" AGS 3.6.0.17 Alpha 18 build, those sounds played correctly.

I don't have frame linked sounds, so I can't check that one. I'm using latest one, AGS Editor .NET (Build 3.6.0.19) ** BETA VERSION **
Cheers!
#3
Art and animation look great! Keep up at it!
#4
Engine Development / Re: AGS engine Web port
Thu 27/05/2021 09:58:52
Working real good with my game, even with speech and save games. Only gripe so far is the shoddy support for multitasking in mobile browsers, but I don't think there is much to do for us there. In the latest version, when returning to the game, it would be in a small frame and not in full screen (or almost full screen, because chrome on mobile doesn't really like full screen pages).
On desktop it works like a charm, very native-like feel.

As for the itch.io settings, I ended up not embedding it and just using the option to "Launch in full screen". It doesn't make a lot of sense, specially on mobile, when the game starts playing in a very small window and you have to press a very small button in order to full screen it. I still want to play around with this for a bit, anyway, as I'm not 100% sure.

Really, really nice job with this port so far, Enrico! As for feature requests, it'd be nice to have some sort of Loading bar/percentage (or just some dots (...) moving) so it doesn't look "stuck" when the game is downloading.
Thanks again!
#5
Quote from: emabolo on Wed 26/05/2021 13:29:55
Quote from: eri0o on Wed 26/05/2021 00:11:28
I imagine things downloaded from the internet after Catalina gets tagged as insecure by the OS, so I it would require both code signing and notarization to run. But the SO answers says a bunch of different things: https://stackoverflow.com/questions/64842819/cant-run-app-because-of-permission-in-big-sur/64895860#64895860

So apparently it was a problem of permissions. I solved it with
Code: ags
 chmod -R 755 NameofGame.app 

After that, I was able to launch the game, after the usual warning about insecure source.
thanks!
As a side note, if you use itch.io's butler (the command line software to push builds), you can add the flag --fix-permissions (both for max and linux) so you don't have to do that manually.
#6
Engine Development / Re: AGS engine Web port
Wed 26/05/2021 14:17:40
Brilliant! I'll try to get my game to run with this once I finish Strangeland :D :D :D
Thanks!
PD: Any change to get an updated project for Android Studio? I've been trying to build it with no success :(
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