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Messages - JanetC

#21
Quote from: Crimson Wizard on Tue 07/01/2014 23:44:54
Quote from: JanetC on Tue 07/01/2014 20:58:34
! [rejected]        humble-ports -> humble-ports (non-fast-forward)
error: failed to push some refs to 'git@github.com:JanetGilbert/ags.git'
hint: Updates were rejected because the tip of your current branch is behind
hint: its remote counterpart.
Error like this indicates that there were changes to remote that are not found in your local branch. Don't know how it happened to be. Maybe you have two local repositories, or something like that?
On usual occasion this is solved by making a "git pull" before doing anything else.

No, no local changes. "git pull" responds that there are no changes.

Quote from: Crimson Wizard on Tue 07/01/2014 23:44:54
Quote from: JanetC on Tue 07/01/2014 20:58:34
If I instead try using the terminal, I get a different error after using git push:

error: The requested URL returned error: 403 while accessing https://github.com/humble/ags-geminirue.git/info/refs
fatal: HTTP request failed

Which address do you use in git command? It should be just "https://github.com/humble/ags-geminirue.git" instead.

I did exactly what you suggested in your post above. I don't know where the "info/refs" came from.
#22
Well, my baby is at her grandmothers for the day so I finally got a chance to try this! But it didn't work :(

It seemed to work, but when I try to use Github for Mac to commit changes, it commits them and then doesn't remove the commit from the list of unsynced commits. When I try to commit again, it gives me this error message:

! [rejected]        humble-ports -> humble-ports (non-fast-forward)
error: failed to push some refs to 'git@github.com:JanetGilbert/ags.git'
hint: Updates were rejected because the tip of your current branch is behind
hint: its remote counterpart.



If I instead try using the terminal, I get a different error after using git push:

error: The requested URL returned error: 403 while accessing https://github.com/humble/ags-geminirue.git/info/refs
fatal: HTTP request failed


(the password and user name I supplied to git push were correct)

What could I be doing wrong?

Thanks,

Janet
#23
Thanks guys. I'll do this as soon as my baby takes a good, solid nap tomorrow!

I use a simple GUI but it can't do anything complicated, so I use the command line for most things more complicated than committing or branching.
#24
This is really a git question, I suppose, but is it possible to get the repository exactly as Edward left it so I can compile Wadjet Eye's other games for Mac and Linux? I have my own fork of the repository which is not really compatible with anyone elses (for iOS) and I don't want to overwrite or merge it.
#25
Quote from: Crimson Wizard on Fri 20/12/2013 00:39:30
Quote from: JanetC on Fri 20/12/2013 00:15:20
Hi, HumbleBundle ported the AGS engine to Mac so that we could have Gemini Rue on the Humble Bundle With Android (it's up now! So exciting!)

This means we now have a working port to Mac, and it's still Open Source, of course!

Where do you guys want it put?
Regarding this new port, we would need to see the code to compare changes and learn what needs to be done to make a merge. Is the code still originate from ags repository you have? In this case you could probably submit it as a separate branch to your personal repository on github.

It is not related to my AGS repository, which is heavily mucked about with to make mobile games. It is derived from the main AGS port at:

https://github.com/adventuregamestudio/ags

Is there a way that the porting engineer (Edward) could push his changes back there to a separate branch? I assume we want to use his changes if we can, to make the port native Mac compatible from now onward. I'm not an expert on Git. Is this a good idea? Would he need permissions to do this?

The port also contains fixes to Linux which were made for the commercial release of Gemini Rue on that platform.
#26
Hi, HumbleBundle ported the AGS engine to Mac so that we could have Gemini Rue on the Humble Bundle With Android (it's up now! So exciting!)

This means we now have a working port to Mac, and it's still Open Source, of course!

Where do you guys want it put?
#27
Engine Development / Re: AGS engine iOS port
Thu 18/07/2013 20:28:47
Quote from: winz on Fri 21/06/2013 16:00:27You could do a sort of step by step for porting? I have read the entire thread several times but I don't understand where i have to start.
I have my own .exe, and then what?
Sorry, too busy with my new baby to write a walkthrough!

The exe you need to rename to ac2game.dat and put in a resource folder via xcode (along with any other data files) to be built into the app.

Quote from: winz on Fri 21/06/2013 16:00:27
Another thing: there is a way to test the game without owning a jailbroken device or developer account ? Perhaps through an emulator like that of the Apple software (that for xcode)?

Yes, xcode provides an emulator with the iOS libraries.
#28
I think that Wadjet Eye may be able to help here as we have got to the point where we are working with someone to port AGS to Mac. I've emailed you about it, Crimson Wizard!

What do people think about the possibility of changing the graphics library to SDL?
#29
Engine Development / Re: AGS engine iOS port
Sun 02/06/2013 18:16:01
Quote from: tzachs on Wed 29/05/2013 12:31:02
In the first page it still says that the port is for jail-broken devices only, but since you managed to put Gemini Rue on the app store, I conclude that you managed to work around that.
Can you share some information on that? Can we freely use the port to publish games to the app store or is there some ground work to be done?

Quote from: Calin Leafshade on Wed 29/05/2013 00:08:43
Is your branch open to the public? Are your changes suitable to be merged into the main branch for other users?

If you want to use my branch, you are welcome!

As JJS says, it has some control changes to make it more suitable for Wadjet Eye games, but they also require scripting changes to make the best of them. For instance, I had to remove all right-click events because my version of the engine can't handle them, for simplicity.

It is set up to take only one compiled game script, which is compiled into the game, unlike the "real" version that requires jailbroken devices, and allows you to install as many compiled game scripts (.exe files) as you like. This is to make it suitable for the App store.

To sell a game on the app store you will need to get your own developer account and replace the references to my developer account with yours.
#30
Engine Development / Re: AGS engine iOS port
Tue 28/05/2013 19:50:45
Quote from: Sslaxx on Fri 17/05/2013 22:03:57
Considering the main coder for the port has had a baby, not really.

I'm not really the main coder, just used the port commercially. It's in a pretty good state at the moment (at least my branched version is) - Gemini Rue launched without too many problems.
#31
Engine Development / Re: AGS engine iOS port
Fri 12/04/2013 16:46:04
Just thought I'd say thanks for all the help from the AGS port team in getting Gemini Rue on iOS, especially JJS who fixed so many engine bugs and answered so many questions!

Gemini Rue came out yesterday and is doing well :)

Now for the rest of our games!
#32
Quote from: Crimson Wizard on Sun 17/03/2013 18:39:45
Well, I am doing a preliminary convert to Allegro 5 now. I think I forgot to mention this on forums... I told this to Janet Gilbert and JJS & BigMC via emails.

Awesome!
#33
Engine Development / Re: AGS engine iOS port
Mon 04/03/2013 00:50:05
Quote from: JJSThat utility cannot directly chop off the engine though. It can only extract everything and then pack it again. It should be trivial to make a script that removes the exe directly (if you don't suck at scripts like me). It is certainly no problem with a hex editor. The engine exe ends with "PADDINGXXPADDING", the data starts with "CLIB". Cut must be made in between. Also the end of the file contains the offset to the CLIB start iirc. Edit: Yeah, it is the 4 bytes directly before CLIB at the end of the file.

I cut everything from the exe before CLIB. Seems to work. Is that right? I don't understand what jjs means about the "Also the end of the file contains the offset to the CLIB start iirc." - I didn't change that. Is that likely to cause problems?
#34
Engine Development / Re: AGS engine iOS port
Sat 02/03/2013 23:12:16
Thanks for the information. Very useful!
#35
Engine Development / Re: AGS engine iOS port
Sat 02/03/2013 17:56:07
I'm wondering if there's any way to build the engine so it doesn't require an exe file, but just the data file? This would be better for commercial games. Any thoughts?
#36
Engine Development / Re: AGS engine iOS port
Fri 15/02/2013 18:04:43
Quote from: Crimson Wizard on Fri 15/02/2013 16:55:06
How often does this happen for you? Was it occasional, or can be reproduced?

This has only happened to me once, during my last playthrough of Gemini Rue. It was while a dialogue audio file was being played in a cutscene. I cannot reproduce it, sorry.

I know JJS fixed some similar issues recently at my request, and I integrated his changes into my version of the engine. Here's one of them:

https://github.com/adventuregamestudio/ags/commit/75517855f428ab517d520da90fbcae7f0c4e6490

He also made some other similar fixes to the iOS audio system, which were committed in January this year.
#37
Engine Development / Re: AGS engine iOS port
Fri 15/02/2013 15:34:38
Got a crash on iOS Gemini Rue which stumps me... It was on my iPhone 4 with iOS 6.1.1.

I'm using a slightly customised version of the iOS port which can be found at

https://github.com/JanetGilbert/ags

Here's the stacktrace:



Anyone got any ideas?

Thanks!
#38
Quote from: Sslaxx on Fri 08/02/2013 22:20:56On a practical note, maybe not many coders here have access to Mac OS X and/or XCode? Maybe you should try to advertise this on a freelancer site, maybe one orientated towards Mac programming.

That's the second option if no one is interested. I'd prefer to work with someone who understands AGS if possible. I might just do it myself, but that wouldn't be until at least late this year, probably next year, which would be a shame.
#39
Not much interest here... is it worth pointing out that Wadjet Eye would be willing to pay someone to do this port?
#40
Engine Development / Re: AGS engine iOS port
Thu 07/02/2013 13:34:23
Quote from: patoland on Thu 07/02/2013 11:35:47
Fantastic news JanetC!!! Can't wait to get your games in my ipad...or iphone...Actually i installed a windows 7 in my mac just to play Primordia and Resonance!
When are you planning to hit the Appstore?

Cool! We want to release pretty soon but we haven't got a date yet!

Quote from: patoland on Thu 07/02/2013 11:35:47Btw, it's not the 99 dollars that stop me to have a develop. account, i just wanted to be sure that the port is working, even if with jiggering...but i still can't have my build running without errors, i don't think it's a matter of having the apple license at all...or i'm wrong?

Not sure what you are asking here!
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