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Messages - Joseph DiPerla

#81
My understanding was that Xage was a different engine that can import ags games, but not completely. Also, Xage isnt an official branch of ags. As such we dont know when it will be released or if it will be free. I am definitely intrigued by it and look forward to it. But i was thinking more along the lines of age.seccia.com or smile game builder: editor made in C#, windows engine in c++ and/or unity and the engine ports in Unity. I even wouldnt mind seeing it export to javascript using pixi.js phaser.js or babylon.js honestly.
#82
Sorry for rehashing this thread. But I was wondering if we can go back and touch on this a bit more. I was using Smile Game Builder and realized that the functionality and development ease it has is amazing. I used an RPG Maker on Unity and realized that I utterly hated it. However, SGB only compiles to Windows. But it also has an exporter to Unity. I was able to export my project effortlessly and it worked real well from Unity compilation. There was hardly any difference in game play and feel and it allowed me the option to play my project on Mac, Windows, Linux or mobile.. even console if I Wanted to.

My point is.. What about considering Unity as something to use along side AGS? Perhaps rather than focussing on working ports for each OS separately, maybe we can make a Unity exporter so that we can continue to use our favorite AGS Editor and just export and compile in Unity. I don't know. I think it's less of a project than making a full AGS engine and editor asset for Unity like adventure creator. Instead we are simply recreating the engine basics.

Just a thought. Maybe it's not worth the effort if a team is porting to SDL anyway.
#83
General Discussion / Re: Where`s m0ds?
Tue 15/05/2018 16:22:06
Yep, I remember those boards. I was such an annoying little twerp back then.(yeah now too i suppose)

I thought m0ds was still around, just with a different screen name. I also assumed that FOY was cancelled a ling time ago.
#84
Have you tried offering your skills on Fiverr.com? People work freelance and each time is guaranteed pay. You dictate the terms and time needed for a project. Based on how well you do, you also get a rating. Programmers are highly sought after there and I've been quoted over $1000 for a 2 day job before. My company has used Fuverr before and paid those amounts for jobs. It's also a good place to find voice actors, graphic artists and animators for adventure game developers. ;-)
#85
Quote from: Chicky on Tue 20/03/2018 01:22:46
Quote from: Crimson Wizard on Mon 19/03/2018 23:53:22
I made another build, but it is not final work, just for the test: https://www.dropbox.com/s/f62oqlis9a7zgho/AGS-3.4.1-debug.apk?dl=0

I'm able to install this one and the app finds my game folder, however when I run the game I get the error: 'Unable to initialize your audio hardware error', followed by 'Unable to write in the savegame directory.'. The app then crashes.

I've checked permissions on the app and it has write access. I only have 1gb free on my internal storage but I would imagine this is enough?

Can we confirm what the steps are needed for putting the game files onto the phone? I'm using the following process (not sure if I'm doing something wrong):

copy game files (no need for winsetup) to folder on internal storage
use ES File Explorer android app to get game folder path
Open ags app and in preferences set the file path of the folder which contains the game folder (for me it's SD card - AGS)
GuardDuty folder now shows in the app.


My acsetup.cfg has 'driver=OGL' listed under [graphics], is that correct? Is there a specific setup you need in the cfg?




I believe each game has to be in its own subfolder in a main ags game directory. Eg: AgsGames/indianajones
#86
Would Monkey's updated Jobbifier work for your needs? https://github.com/monkey0506/jobbifier
#87
When i get home tonight I will take a look if the kids let me have some me time.
#89
I haven't looked at the source in a while, but the game has to be located in a directory called "AGS". The game itself can not be in a zip. Must be fully extracted in it's own sub-directory under "AGS" and it has to have the main .EXE file in that sub-directory to work. The NDK only compiles the AGS engine into a loadable library. The Java files create a loader which allows you to choose all the games found under the "AGS" directory and then makes a call to the AGS Engine Library to run the selected game. Now I can't recall if the "AGS" directory has to be on the device root or the SD Card root directory. But I will look at the code later on. Hope this helps in some way.

EDIT

I believe the game sub directory needs to be in the external storage. Found this here: ags/Android/launcher_list/src/com/bigbluecup/android/launcher/GamesList.java

Line 60: baseDirectory = settings.getString("baseDirectory", Environment.getExternalStorageDirectory() + "/ags");

I recently switched to iOS so I haven't fired up my old Android device yet. But how far are you getting? Can you try creating a directory called AGS in SD Card Root and see how far you get with that?

However, I believe this directory can be changed via the preferences. And if the directory doesn't exist, by default the GameLister should create it automatically. After you select a game, Line 176 should execute the function that starts the game(Line 196). I get the feeling the loader is just not picking up on the right directory. Does this make any sense?

EDIT #2
Seems I misunderstood the problem. But if my suggestions above help anyone else, great!
#90
Quote from: Chicky on Mon 19/02/2018 19:26:07
Quote from: Crimson Wizard on Mon 19/02/2018 18:29:00

After that I finally managed to create Android APK for AGS 3.4.1:
https://www.dropbox.com/s/kwns9ao6yctlvlu/AGS-3.4.1-unsigned.apk?dl=0

Getting 'App not installed. The package appears to be corrupt.' when installing the .apk on my phone, can anyone else confirm this is a problem with the apk and not just me doing something wrong?

--

Also, that sounds great Joseph DiPerla! ;-D

LOL. Hold your applause until I actually achieve something ;-)
#91
Quote from: Mehrdad on Mon 19/02/2018 15:51:01
Yes, But seems Monke0506 give up it. I sent some PM to him and wasn't any answer.
OK. Thanks.I'm waiting for final APK. But adventure games need to OBB too as they are more than 100MB often.

The plugin should still work as long as the ags engine library dll is precompiled. In theory. Once Cw can confirm that the android port is a functional port, I can see if I can find time to make monkeys plugin still work.
#92
Nice job! Thanks for the release.
#93
I know nothing about OpenGL or coding, but it seems you may need to use opengl es to compile for at least android: https://developer.android.com/training/graphics/opengl/index.html

Seems like a rough task. But then again, what do I know?
#94
Bladecoder doesn't currently support scripting. The author plans on implementing it after he is satisfied with his Ink implementation. Scripting will be Lua. After that is added, then support for html export is next.
#95
Like you and Scotch, I prefer a Javascript game engine. I would even love to help out in that end too if time permits. I even researched part of this here http://www.adventuregamestudio.co.uk/forums/index.php?topic=55283.msg636571906#msg636571906. Someone say the word and we can work on it in Javascript! Who cares what other engines are out there. Let's make OURS!
#96
It's hard to say really. Which do you prefer more of: Monetization or the fact that people will be making great adventures. I think it would be hard to have one over the other simply because you have to consider this: Release it free of charge and open source and you won't make anything for it unless you open up a donation system. At the same time, you have two other engines out there that are doing well(Debatably speaking) which are Adventure Creator for Unity and Visionaire Studio. Both are quite pricey. We had Jaguar which for a time was available and is no longer available now.

Then again, if you wish to gain some commercial monetization, that is a choice for you as well. But I think that will come with a limit and not many games will come from that as not a lot of folks can afford to dedicate their funds to a 3rd or 4th commercial adventure engine. I think the same would go for the module system.

You can always go the route that 3DRad went. They added a forum where folks made suggestions for new features or bug fixes. The developer would then decide a price to implement each feature or bug fix and allow users to donate towards the feature or big fix they wanted. The feature or fix that would reach it's goal first would be implemented next. Anyone who donated would then receive an early release version of the software.

You can always try and sell the engine and if that doesn't work you can later on revert to selling modules. And if that fails, go to a license system where if someone commercialized their product they would pay you a license fee. And then if that also fails, you can go to a donation system.
#97
I am not really a C++ or C# developer. I am still learning how to print "Hello World" ;-) But would it at this point maybe be easier to consider keeping the editor as is, but rewrite the engine and Native.dll from scratch so that it is a fresh, new engine that still functions the same so all the familiarity of AGS is still there. Or would that be too difficult/defeat the purpose?
#98
Downloaded and played it for a little. Really nicely done. Impressive. Your art style is amazing. I wish I had your talents man!
#99
Try the sources for sci studio:

sierrahelp.com/SCI/Tools/SCITools.html

https://sourceforge.net/projects/scistudio/
#100
I really don't think Orville is Wretched. It literally, to me, feels like a Star Trek series that doesn't take itself to seriously. It also is a show that, though it exists in a future time line, lives in the past. And while I do not like Seth's raunchy stuff, I do get his sense of humor. And this show is a perfect blend of his sense of humor without going over the top. I think the show has 3 things working against people that do not like it: 1) It aims to be Star Trek but isn't. 2) You might not like Seth Meyer and just can not get over him being the star of the show and his production. 3) People think it is supposed to be a comedy, but it's not supposed to be.

I don't know. To each their own I suppose. But I hope it goes in for at least 3 seasons. It's entertaining, interesting on a light level and I enjoy it.
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