Darn, I knew that from the first screenshot, but was not on forums to answer .
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Show posts MenuQuote from: Crimson Wizard on Mon 05/10/2015 09:27:33
E: Since we now have an automation server, one of the options could be making a pull request that combines Janet's Humble Bundle port (not their pull request, but the most up-to-date version, I think this: https://github.com/JanetGilbert/ags/commits/humble-ports) and our current master.
The pull request will never be meant for actual merging (at least not until removing precompiled binaries), but it could serve for automatic building working OSX port.
Quote from: Edmundito on Thu 10/03/2016 08:48:42What renderer does OSX build use? If it has only software one supported (like on Linux) then it will be generally slower (and more slow the higher scaling filter is used).
The result looked promising at a first glance. I was able to run a game. I think some of the more advanced animations seemed slow compared to the windows version.
Quote from: Edmundito on Thu 10/03/2016 08:48:42We have some mouse issues in latest code, which hopefully be resolved soon. Although the particular ones you describe are different from ones we know.
- The entire mouse handler has been rewritten; the way to get the mouse position is very different. This definitely causes some major cursor problem in full screen, and the mouse does not move correctly at all. In windowed mode, I saw the mouse reset to 0,0 when moving the cursor to the top outside the window.
https://github.com/JanetGilbert/ags/blob/humble-ports/Engine/device/mousew32.cpp#L99
https://github.com/adventuregamestudio/ags/blob/v.3.3.5.1/Engine/device/mousew32.cpp#L103
The window mode issue can be fixed by switching this variable to 1, but the full screen problems still prevail.
https://github.com/adventuregamestudio/ags/blob/v.3.3.5.1/Engine/device/mousew32.cpp#L62
Quote from: Edmundito on Thu 10/03/2016 08:48:42This hack is no longer needed after you make this merge, because there is a similar option our engine supports, just implemented differently (category "override", item "os", for details refer to the recently added readme (https://github.com/adventuregamestudio/ags/blob/master/OPTIONS.md) ). It may be safe to completely remove this INI reading from AGSMac::GetSystemOSID().
- There's some hack involving reading the config file in the AGSMac. The way the INI file is loaded has changed as well, but may not be too much of a hard fix. I am not sure why was added:
https://github.com/JanetGilbert/ags/blob/humble-ports/Engine/platform/osx/acplmac.cpp#L132
Quote from: Kumpel on Mon 15/02/2016 17:15:37I was thinking about North-European ; Baltic countries, or Scandinavian maybe. Or Poland, not really sure.
Looks russian. or at least like a production from the former USSR
Quote from: Mehrdad on Thu 28/01/2016 14:52:55AFAIK she keeps it open source and available for public use in her repository, but I do not really track her progress right now, so it is up to her to explain where you get the latest version and how you use it. I guess the fastest way is to contact her directly for this kind of info.
So Does Janet Gilbert will put here or github source or method of this port ?
Quote from: Mehrdad on Thu 28/01/2016 08:27:55We do not work on Mac OS port right now, our work in that direction was not started properly yet. But I think Janet Gilbert might have something since they were hiring programmer.
Isn't any news for Mac OS port? Is it in progress or not? Mac OS is more important of Linux I think so.
Quote from: Monsieur OUXX on Mon 04/01/2016 10:37:53No, these are different ports.
(PS: I apologize if I'm confusing MacOS and iOS; I'm not sure if it's the same realm or not)
Quote from: Nine Toes on Mon 28/12/2015 00:25:01
What's the long and short of it? Is there a version of the editor that I can use on Yosemite currently?
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