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Messages - sonneveld

#1
This is wonderful! I found out about this new version on therenesance's twitch stream https://www.twitch.tv/videos/1016235795 .

Is there a chance of incorporating some of the differences in the AGI version?  For example, opening Pandora's box is slightly different:


I was also wondering if you had a chance to add easter eggs like these ones:
#2
Sorry guys, I was keen on going but unfortunately the dates landed right on my sister's wedding (oct 10) :(
#3
Hello!  I'm in Australia and would be interested!
#4
Quote from: selmiak on Tue 04/10/2016 02:39:34
Why can't I login with my ags account.  why can't youtrack grab stuff from the ags bugtracker.
Well this is the plan. Export the AGS bug tracker, convert into a format youtrack another issue tracker understands, and drop the old bug tracker. I would rather this be a one-time thing instead of trying to get multiple issue trackers in sync.

I don't think the ags accounts are exposed in a way I could integrate with youtrack another issue tracker (or github).

Nick.
#5
G'day,

I think most people are keen on migrating to YouTrack another bug tracker? Especially since it seems the forum based bugtracker project hasn't been maintained in years. One step towards that would probably be to disable/remove the old forum based bug tracker.  I see this involving a few steps:

1) Make current forum bug tracker readonly with a link to YouTrack another bug tracker
2) Export tickets from forum bug tracker. Is there an export facility?
3) Import tickets into YouTrack another bug tracker.
4) Completely disable forum bug tracker.

If there isn't an export, does anyone mind if I do a bit of web scraping? I could add delays so it doesn't overwhelm the server.

Since most of it would be automated, it wouldn't be too much work to transfer over old closed tickets, does anyone care about that?  Otherwise I could just transfer over current open tickets.

Who can I hassle about this? :)

Nick.

#6
I'd probably see it as a game setting, and should be available in all modes (software, direct3d, opengl, future sdl etc)
#7
Pandoc's a document converter but it wouldn't be the final step. You'd still need a document tool like Sphinx to create offline documentation for chm.

I'm not sure the wiki is a great idea. You still want to have documentation tied to your particular branch in the AGS repository.  How would the wiki treat documentation that would be different for stable and development branches?

However there is something to be said for making it easier to contribute.

Picking a different markup language for the manual would be a good first step. Despite RestructuredText possibly being better suited for documentation, I think a lot of major projects are using Markdown for documentation because more people are familiar with it and that lowers the barrier for people to contribute. Even Microsoft has started using it for some of their github backed docs.

Github allows people to fork repository, edit files and create pull requests all within the browser. That is almost a wiki-like experience but with better change controls.

Nick.
#8
I can help.  I think it might be a good idea to just throw away all formats and host the documentation on https://readthedocs.org/ .  It automatically builds docs for restructuredtext/markdown. This would mean resurrecting the doc pull request that converts all documentation to rST.

It would be worth finding out if people need documentation. Something that's google-able would be helpful for newcomers.
#9
Looks like a server log filled up the disk space on that poor master node.  Should be available again now.
#10
Quote from: JanetC on Fri 03/06/2016 18:00:59
I've really let this go (busy on other stuff), but we at Wadjet Eye are interested in releasing our games on OSX. Our old port by Edward Rudd of Humble Bundle isn't up to commercial standards anymore. It would be fantastic if OSX compatibility was part of the standard project. If anyone knows of any OSX developers who would be interested in working on this project, let us know. Otherwise I might try and muddle through (but I'm not experienced on Mac.)

I'm keen to look at this again.. Just need to find time/energy.

Nick.
#11
The server was running low on diskspace.. I suspect something has happened since that is preventing the server from running at all.  Looking into it.
#12
General Discussion / Re: I give up
Tue 08/03/2016 10:20:12
Quote from: Snarky on Tue 08/03/2016 06:58:20
Is this the last build? http://www.adventuregamestudio.co.uk/forums/index.php?topic=52925.0
Is it just the mouse stuff left?
I'm not entirely sure what's left but I know there's the mouse defects in Linux and a small addition I wanted to get in to help with packaging.
Nick.
#13
Quote from: Crimson Wizard on Wed 14/10/2015 13:52:00
What about games that were never released for iOS? You will have to use jailbroken device to run them.
The question is basically, whether there are a lot of people who are interested in running any (even very old) AGS games on iOS.
Exactly.  Although maybe we could put up curated bundles of games on the app store?

But so far there seems to be zero interest in running on a jailbroken device and more interest in selling AGS games in the store. The current iOS port is written from the perspective of a jailbroken iOS and is currently unmaintained.  I have no idea if it actually would work on a current jailbroken device.  Janet's researched the changes necessary for it to run individual games on a normal device.  Those changes should probably be put back into AGS mainline.
#14
Hopefully no more than what's already there.  There's already objective c code that wraps the engine to create an app.
#15
I think the problem is that 1) I have no easy way to test the jailbroken ports since I have no interest in jailbreaking my devices and 2) I think the ways compiling jailbroken apps in XCode changes from version to version which will be tricky to keep up to date. 

Actually it might work better to move most of the code into an "AGSKit" library so interested parties could write their jailbroken version.  The Android port actually has already been split out in a similar fashion.
#16
Quote from: blur on Sun 11/10/2015 22:04:02
I would not use a bug tracker to report bugs if I had to register yet another account for it.
That's fair enough.  What if you used your gmail account to authenticate? https://confluence.jetbrains.com/display/YTD65/Google+Authentication+Module
#17
G'day!

There's a PAX AU coming up at the end of the month in Melbourne.  Who's going to go and also want to have awkward conversations about adventure games?
#18
G'day,

Quick question, does anyone use the iOS port of the AGS engine for jail broken iOS devices or do are people only interested in it for publishing their own games on the App store? 

I only ask because running on jail broken devices doesn't exactly interest me and I'd rather refactor the iOS port to be a library that people that use to make their own publishable games. (much like VLC's VLCKit)  This would be a departure from the Android and PSP ports as they let you run any game but I think the Apple App Store restrictions limit our options here.

Thoughts?
#19
That would be amazing. I would definitely go.  Any chance of it being in Sunny Canberra? :)
#20
Quote from: Crimson Wizard on Mon 05/10/2015 09:27:33
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.
First step is to have the automation server produce osx builds :)  Sooon!
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