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Messages - BigMc

#1
Editor Development / Re: AGS Build Server
Wed 02/09/2015 00:16:01
What about Android builds? Wouldn't it be nice anyway to offer an apk of stable releases?
#2
I thought SDL2 is just used for audio there and their port of Allegro 4 to OS X would still be useful?
#3
If you want to add someone elses branch to your repository asking him for a pull request is a very complicated way of doing it. In your repo add his repository as remote (git remote add), check out the branch and push it to your remote repoostory. That's it.
#4
Quote from: Crimson Wizard on Fri 20/12/2013 16:43:19
3. Copy his new code over and make a one big commit.
Then, continue with pull request as usual.

Even if there's no history it can be useful to commit the changes in multiple steps, which may be doable to some extend if unrelated changes are in different files. But let's hope history exists.
#5
Quote from: Crimson Wizard on Fri 15/03/2013 11:05:46
What is its status? Why was it discontinued?
I guess it's much less polished than the the 3.3 engine.
Quote
Also, he mentions a reasonable argument about using SDL instead of Allegro 5. May anyone on comment that?
He just said Allegro 5 is lacking pixel drawing and palette manipulation features. Is pixel drawing really a problem? Do you think SDL provides everything, so that it would require less code to be moved to AGS itself?
#6
Engine Development / Re: AGS engine iOS port
Sat 02/03/2013 23:41:08
It's probably not required, but strictly speaking the offset information at the end of the data (JJS mentions it) should also be updated to 0. Would be nice to have a small tool to do the cut.
#7
Engine Development / Re: AGS engine iOS port
Sat 02/03/2013 18:02:23
The engine does not require an exe, data file also works. JJS explains here where to cut an AGS game exe to get just the data file.
#8
Site & Forum Reports / Re: Bug reports
Fri 25/01/2013 14:32:45
Is it possible to fix the old links to AGS games? There are quite many of them all over the internet.
#9
It works up to Mac OS X 10.6 and Allegro 4.4 was released before Mac OS X 10.7, so that information is probably outdated.
#10
The graphics code including data structures has probably changed quite a lot. Allegro 5 was written for OpenGL, Allegro 4 for DOS. But then it's probably a good thing if AGS uses it's own data structures and the game file format is disentangled from the library dependencies of the engine.
#11
You could ask the Allegro Development list [1] how difficult porting Allegro 4 would be.
An alternative would be porting AGS to Allegro 5. [2]

[1] http://alleg.sourceforge.net/maillist.html
[2] http://www.adventuregamestudio.co.uk/forums/index.php?issue=355.0
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