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Messages - Dungeonation

#1
Engine Development / Re: AGS engine Web port
Sun 30/07/2023 06:59:47
Looking into it more, I know exactly how Newgrounds API support for Web AGS could be possible.
The API is HTML/JavaScript, you put the .js file for it in what would be your game's .zip, reference it in the index.html body:
Code: ags
<script src="NewgroundsIO.min.js"></script>
...and start using its functions in index.html's javascript...in this case, ags.js is what is used.
Then we start to use WebAssembly (ags.wasm) and run into a bit of a snag. I don't know much about WebAssembly but I wonder if it's possible for ags.js to listen for custom functions being called in the WebAssembly AGS engine, pass the arguments over, and have ags.js then call those API functions...
Some of the API functions return values, too...It would be very hacky but if it's possible to create a WebAssembly-JavaScript bridge like that, it just might work.

And as for the API itself, it's quite benign, if you cannot connect to the API or you're not logged into Newgrounds, the game plays as normal.
#2
Engine Development / Re: AGS engine Web port
Wed 12/07/2023 16:44:11
The API wrapper is purely .js files, and the plugin would just be calling its JavaScript functions, it's fairly simple stuff like unlocking achievements on Newgrounds.
Would I still need to rebuild from source to make that possible?
#3
Engine Development / Re: AGS engine Web port
Tue 11/07/2023 20:09:28
Hey, this is a bit of a strange question, but would it be possible to include a .js based API wrapper in a web exported game and write a plugin to call functions from it? And how would I go about it, if so?
#4
Engine Development / Re: AGS engine Web port
Tue 28/03/2023 07:50:51
Quote from: Crimson Wizard on Sun 26/03/2023 19:20:45Please tell if it works? @Dungeonation

I released a new 3.6.0 update with these fixes last night.

Touch on mobile is PERFECT with this, and everything else aside from fullscreen weirdness on iOS (but that's okay!) is working great! This is awesome!
#5
Engine Development / Re: AGS engine Web port
Thu 23/03/2023 02:28:12
Just tested, that bug doesn't occur for me.
#6
Engine Development / Re: AGS engine Web port
Thu 23/03/2023 00:49:10
Quote from: Crimson Wizard on Wed 22/03/2023 20:25:37
Quote from: Dungeonation on Wed 22/03/2023 20:16:24Upon testing all the touch emulation settings, I still can't get GUI buttons to take one tap to press, it still takes two. Could it be something I'm not doing correctly?

To double check, is this your game or someone elses, are these buttons handled normally in script, using regular OnClick event or some other workaround?

It's my game, and I use onClick
#7
Engine Development / Re: AGS engine Web port
Wed 22/03/2023 20:16:24
Upon testing all the touch emulation settings, I still can't get GUI buttons to take one tap to press, it still takes two. Could it be something I'm not doing correctly?
#8
Engine Development / Re: AGS engine Web port
Tue 21/03/2023 14:06:12
Games don't typically go into fullscreen on iOS in the browser anyway, so I'm fine with that not being figured out yet. If we remove the cog wheel icon, can we call a data erase from within the game like we can a fullscreen toggle?
#9
Engine Development / Re: AGS engine Web port
Sun 19/03/2023 16:17:21
I was also going to say, that iPhone touch fix works!

As for the horizontal full screen thing, yes I can confirm it for iOS at least, when you're in landscape mode (holding the phone sideways).
#10
Engine Development / Re: AGS engine Web port
Sat 04/03/2023 14:22:21
I'm using an iPhone 13 running iOS 16.3.1. No touch input is taken at all.
#11
Engine Development / Re: AGS engine Web port
Sat 04/03/2023 13:46:45
@eri0o I'll have to add you as a beta tester as it's not public yet. Will do now.
I tried your test there and I think it's an iOS thing, as it does not work, same as mine.

You should receive a notification to enter the beta test now.
#12
Engine Development / Re: AGS engine Web port
Thu 02/03/2023 20:35:28
It's on Newgrounds, which on mobile, will load the game on a separate page like I assume itch does, on PC it's in an iframe though but all of that works fine, of course.
#13
Engine Development / Re: AGS engine Web port
Thu 02/03/2023 15:12:38
I just noticed when attempting to playtest my game on a mobile device, none of the touch control settings provide any touch input at all, you can't seem to do anything except move the mouse once when you toggle full screen. And idk if it's because I use opera on mobile or not but in landscape mode when I toggle full screen, it squishes the game window vertically inward.
#14
Engine Development / Re: AGS engine Web port
Mon 27/02/2023 05:53:09
@eri0o late response, but that fixed the fullscreen issue! :D
#15
Engine Development / Re: AGS engine Web port
Fri 24/02/2023 06:07:29
As you said, the only thing not fixed with that was fullscreen leaving in an iframe, everything else is fixed! :D
#16
Engine Development / Re: AGS engine Web port
Wed 22/02/2023 03:09:30
Thank you so much again for these new features and the web exporter in general! <3

I've run into some visual weirdness when I run my game in an iframe though, when I enter and then leave fullscreen, this happens to the game window:


And when you open the cog wheel, this is how the text shows:



Also, the cog wheel doesn't appear to show up on mobile? I'm hosting the game on Newgrounds so on mobile it doesn't load in an iframe, it directs to the whole page/HTML for the web game. Not sure why it wouldn't show up though.
#17
Engine Development / Re: AGS engine Web port
Tue 21/02/2023 00:04:22
Quote from: eri0o on Mon 20/02/2023 23:08:02
  • on-screen keyboard support on mobile (very very hard, probably need to make one in-engine)

For this I made an in-game keyboard for touchscreens, but the way the mouse works on mobile, you have to tap to move the mouse first, and then tap the button to type a letter - so it's two taps per key.

The save stuff here is a godsend though, and I look forward to the next beta/full release with this in it!! :D
#18
AGS Games in Production / Randy Learns History
Wed 15/02/2023 06:21:36
Randy Learns History
...is the sequel to my surreal, short riff on edutainment games, Randy Learns Science.
You can play the first game here, it's a Flash game running in the Ruffle emulator, and works on PC and Mobile browsers!



The Story So Far
It's a big day for the citizens of Randytown! Mayor Roy is overseeing the grand opening of the Randytown Museum of Strictly American History. And he's asked YOU - Randy the Mouse (rat?) - to christen the new museum with him! But tragedy strikes when all of the historical artifacts are stolen, and displaced throughout several time periods. Luckily for Randy, there's a secondary time machine lying around a la Meet the Robinsons! Can you save the day? Nay, can you save TIME ITSELF, and subsequently ALL the days?!



Game Overview
Randy Learns History is an adventure game in the visual and gameplay style of Humongous Entertainment adventure games. No verbs, only walking around, interaction with objects and people, and an inventory window and system. It also features solely autosaving, a few planned "Ways to Die" without sacrificing player progress or placing the player in an unwinnable state, and is planned to be fully voice acted with subtitles. An exact average playtime is unknown at this time, but the game will be much longer than the original Randy Learns Science.
Despite being a departure from the first game's "activity center" gameplay, History will contain those types of interactive elements interspersed throughout the game's puzzles. The game's plot is self-aware of its campy nature and existence solely to move the adventure along, with some surrealism and not-entirely-kid-friendly elements sprinkled in, much like the first game.
The game is planned to release for web browsers and as a download for computers, upon completion.



Artists
The artists helping me with the art and animation scope of this project so far:
MisterMantid
Nyaamori
Bituin
idonthaveanamedude
felix-rodent
Misty Starling



Original Soundtrack
Here's just some of the game's music that has been teased.

Hope you all like what you see so far, and more is to come as development progresses! :-D
It's a bit too early in development to set a release window, but I'm hoping to not take forever on this, and to be able to set one sooner than later!
#19
Engine Development / Re: AGS engine Web port
Wed 15/02/2023 05:01:54
The workaround for file erasing sounds good, everything else is working like a charm so far, thank you so very much for this, and the web port of AGS as a whole!  ;-D
#20
Engine Development / Re: AGS engine Web port
Wed 08/02/2023 07:30:59
First off, this is so awesome :D
I understand why persistent saves haven't been really implemented yet, though my current adventure game project targets the web and plans to have auto saving in it. Instead of using AGS's built in save system, I was going to write my own save system that just saved to a .dat file (it's only one autosave slot with a little bit of information needed for it), however the web build obviously doesn't support File functions either.
Would it be possible to have the File functions behave like saving and loading in browser local storage in the Web build of AGS?
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