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Messages - JanetC

#41
Engine Development / Re: AGS engine iOS port
Wed 06/02/2013 15:01:23
Quote from: festilligambe on Tue 22/01/2013 17:24:52Is your eventual plan to have somehting that would help others put their AGS games into the apple store? Still there be plans for a versiont hat will make a standalone ipa file with the engine and game contained?

We at Wadjet Eye Games are planning to bring our games to the App Store very soon! The engine works just fine already (with a little jiggering) for building with a developer account (which is $99)
#42
Dave posted a recruitment ad for someone to port AGS to Mac.

http://www.adventuregamestudio.co.uk/forums/index.php?topic=47577.0

Having our back catalogue on Mac is something Wadjet Eye Games really wants to do.
#43
Quote from: Crimson Wizard on Tue 11/12/2012 22:33:56
I mean both. There was a big change made in refactory branch (script interpreter). Then we created master branch and now working in there.
I hope it will become safe in a while, people are using it to play games, so these changes will be tested.

When was the unsafe change made? I have a beta of Gemini Rue on iOS running on the Wadjet Eye boards at the moment, and we are getting a lot of crash reports.

Quote from: Crimson Wizard on Tue 11/12/2012 22:33:56If you have a will to help, you are most welcome :)

I have a will but no time, since I am busy on the iOS ports of our game and will be even busier with a baby next spring. :)
#44
Quote from: Crimson Wizard on Tue 11/12/2012 10:08:54
@JanetC, also, a small note, seeing as you (https://github.com/JanetGilbert/ is your repository, right?) are merging our refactored code from time to time:
current 'ags/master' branch, while having more potential due to rewritten script interpreter (it is more compatible with 64-bit builds), is still considered a bit unstable (well, for the same reason ;)), and had new bugs in recent past. So if you are using your branch for shortly upcoming releases, I'd recommend not to update from our repository for some time.

Do you mean not to update from Refactory or master? Because I haven't updated in a while, but when I do, I use Refactory.

Thanks for the info on Mac, guys. Sounds like quite a task!

When you say "You could ask the Allegro Development list [1] how difficult porting Allegro 4 would be.", BigMc, I googled quickly and the Allegro downloads page seems to show that Allegro 4 is already Mac compatible. Am I not following something?

http://alleg.sourceforge.net/download.html
#45
Engine Development / AGS engine Mac OS X port
Mon 10/12/2012 19:12:16
Everything seems a little quiet round here. Is there any current progress on a port of AGS to Mac? Because Wadjet Eye gets a tonne of requests for Mac versions of our games.

The notes on the OSX port at https://github.com/adventuregamestudio/ags read:

QuoteThe OSX port is currently only interesting for developers.

Main reason for this is that it only runs on OSX versions 10.6 (Snow Leopard) or lower. Important frameworks used by Allegro 4 were removed in later releases.

What were these important frameworks, and how feasible is a working port?
#46
Engine Development / Re: AGS engine iOS port
Fri 07/12/2012 19:17:47
Quote from: amateurhour on Mon 27/08/2012 19:39:47
I'd be grateful if you'd post a process on converting GR to iOS, especially what you ended up having to change to make it more tablet friendly in addition to the general porting itself.

Most of the code change was in the GRUE scripting, which I did on PC as normal in the AGS editor. The largest amount of time was involved in just making hotspots/buttons/icons/dialogue fonts etc bigger and other small changes to make it play better. I also added a new system of icons to compensate for no keyboard being available in the combat and box-pushing sections. I also removed all gameplay elements that needed a right-click.

On the engine side, on the Mac, I changed the way that tapping works from the default, which is designed to enable users of jailbroken devices to play PC games. I didn't need to worry about the engine being compatible with all out-of-the-box AGS games, just Wadjet Eye's games, so I altered the touch-screen controls for the way Wadjet Eye's games play. I also exposed some minor internal stuff in the engine to the scripting language (so that, for instance, the script can now tell whether we are on an iPad or not.)

I've just built a beta version of the game and sent it to testers, so fingers crossed it works on more than just my iPhone and Dave's iPad!
#47
Engine Development / Re: AGS engine iOS port
Fri 07/12/2012 19:04:28
Quote from: zaphod_beeblebrox on Tue 04/09/2012 17:09:00I still have one problem -- I copied over my old save games from my Mac where I am running Resonance using Crossover (and have already completed about half the game), into the same folder as above (i.e. /var/mobile/Documents/ags/game) as I noticed that is where AGS saved my initial "test" game. After doing this, all my Resonance save games from my Mac now appear properly in the load menu on the game running on my Ipad. However, when I try to load one of these saves, the app immediately crashes to the Ipad home screen without any error message. Any ideas? Is this a Resonance issue, AGS-general issue or AGS-IOS port issue? I tried tinkering with the save game file permissions but that didn't help.

I think it would be very unlikely that saved games from one platform would work on another, sorry :(
#48
Engine Development / Re: AGS engine iOS port
Thu 16/08/2012 15:12:08
Quote from: pcj on Fri 03/08/2012 15:52:01
Just curious - is the only thing holding this back from working on non-jailbroken devices the cost? Nice work, man.

Yep. I've got it working on non-jailbroken devices, it was easy enough. You just need to give Apple $99 to get a developer account!
#49
Engine Development / Re: AGS engine iOS port
Fri 13/07/2012 19:35:23
Quote from: Legba on Fri 29/06/2012 21:05:20A few games require navigation through keyboard inputs and, unfortunately, sometimes they require keys that aren't present on the iOS onscreen keyboard. Gemini Rue, for example, requires you use the CTRL key during combat and there's no CTRL key on the keyboard. There's actually a point where you have to hit CTRL or else you can't continue in the game, effectively making the game unplayable on iOS.

Heh, that's why I'm overhauling the Gemini Rue control system right now so that we can port it to iOS. :)
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