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Messages - JanetC

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Engine Development / Re: Switch?
« on: 21 Dec 2018, 18:57 »
I'm really thinking seriously of doing this right now. Does anyone know if having a private fork of AGS would be OK, given the license? Nintendo code can't be put into open source projects or revealed on pain of pain, so we wouldn't be able to share it.

Engine Development / Re: AGS engine Android port
« on: 13 Dec 2018, 20:15 »
Is the AGS Android port used in any commercial games?

Engine Development / Re: Switch?
« on: 13 Dec 2018, 20:14 »
I'm thinking that with a combo of Nick Sonneveld's implementation of AGS to SDL and Ryan C. Gordon's port of SDL to Switch, this would be highly feasible. Dave is trying to get in contact with Nintendo to see if they will let us buy a devkit.

Engine Development / Switch?
« on: 30 Sep 2018, 22:35 »
People keep asking us to port Unavowed to Switch. I currently have a day job so I can't do this myself. Does anyone know of any good porting guys who will port AGS with respect for its open source status so others can use the port and we can keep it updated?

This is probably a stupid question - but which URL directs me to the latest copy of the iOS libraries?

Would seem to the second one, but it's hard to know which one is more modern.

Which one works for an iPhone 7/8?
Which one *doesn't* require a jailbroken phone?

My most recent version of the code is the following branch:


Used for releasing our most recent iOS game, Technobabylon. I recommend using this if you want to release a game.

I don't know what state
currently is in, whether it can be compiled for App store or not.

Hi, I'm playing a beta version of Unavowed under this build. If I run it under OpenGL mode, tinting doesn't work. I'm running Windows 10 on a Macbook Pro via Parallels, but I'm not sure that the emulation is the problem - it never has been before.

We know about Git LFS and Dropbox and use both. But it would be much nicer if the sprites were stored as individual files like the sound files are. At the moment "Unavowed" has a sprite file that is several gigabytes in size and stresses even LFS.

The other unmergeable binaries, like room files, are also a small problem too because Dave & I have to be very sure that only one of us is using them! But that's not nearly as much of a problem as the enormous sprite file.

It's currently really hard to keep AGS projects in source control, due mainly to the enormous size that acsprset.spr can grow to in any large projects. Could the sprite image sources be kept as links to separate image files on disk, as with the sound files?

I tried this and I found it to be pretty much impossible due to not every important parameter being both read and write.

The truth, that I has finally realized, or rather forced myself to admit, is that I am coward. The simple and terrible thing was that I was not brave enough to try something like, for example, scotch is working on right now. Even though I was supposed to, believed I should, and even was making plans about that.

Had I find bravery to do that, we could have a replacement engine for AGS years ago.

What was the result of my cowardice is 5 lost years, a wasted time and opportunities, both mine and yours. I feel like a greatest liar now, an impostor, who pretended that he is doing something good. Your community deserved better than that.

I cannot forgive myself for this, even when people tell me that I did well, that does not persuade me even a single bit, because in my heart I know that's not true.

Many have started new adventure game engines, few have finished. So maintaining a finished engine that people use every day and enjoy is very worthwhile. It's just as challenging as starting from scratch, because you must understand the code of others.

Plus, don't dismiss the "hive mind" of people who already know how to use an engine. If a person is just starting out writing games, AGS is well documented has a large and thriving community who can advise them. This is very important to new developers. It's lonely to use an engine that almost no-one else uses.

You mention feeling like an imposter - I do think that you should google "imposter syndrome" - this is very much a common affliction among coders.

This kind of thing is a BIT out of my wheelhouse, so please correct me if I'm wrong. It seem like the engine is being fragmented and evolving in completely different ways by different people, which means we will have several different versions of the engine that all individually do awesome things but are impossible to merge together cohesively. Again, this kind of thing is WAY above my head, but my first impression is that this is exactly what we should NOT be doing? That this will inevitably lead to big problems? Again, beyond my experience, but my first reaction is to go "Eeek!"

Our fault too! We currently have a mutant version of AGS that works great for iOS but isn't integrated with the main branch.

Engine Development / Re: AGS engine Mac OS X port
« on: 13 Mar 2017, 21:08 »
Isn't any manual step by step for compile to Mac OS ? I haven't knowledge for use from Github .

Much appreciate for any help

It works in much the same way as the iOS version, described here:


(That is a little outdated now but it should provide a starting point.)

Note that Nick changed the way that projects work so now you add a new scheme to the existing project, rather than copying and renaming a project.

I already added vertical offset in this beta: http://www.adventuregamestudio.co.uk/forums/index.php?topic=54431.0
Is the gap customization also required?

Vertical offsetting won't change the line spacing, so if it's a problem, then yes.

I just tried the beta and found this same problem. Putting a negative vertical offset moved the text *up* but didn't make lines in a wrapped paragraph any closer together.

Editor Development / Feature Request: Vertical font gap
« on: 02 Mar 2017, 17:10 »
Not sure if this has been asked before, but importing fonts into AGS is difficult because there is no way to change the vertical line gap and AGS seems to ignore the Ascent and Descent font settings. So I end up fiddling round with the Em size to get fonts with an acceptable vertical gap, which is not the way it is supposed to be used! I'd like to be able to either alter the vertical font gap within the editor, or for AGS to pay attention to the Ascent/Descent settings.

From user interface side:
- how the watched variables are displayed? Should there be a pane with list of those, or floating hints.

Whichever is easiest to code :) XCode includes both.

UPDATE: I just remembered that compiled script stores names of imported and exported variables for some reason. That's a good start, but not enough for general case.

Just that would be a big help, because usually the problem variables for me are imported/exported variables (I use them a lot.)

Engine Development / Re: AGS engine Mac OS X port
« on: 11 Feb 2017, 18:41 »
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

Thank you, I have found the git branch but I'm wondering if a compiled executable is on the web somewhere.

No, you have to compile it yourself! Sorry!

Engine Development / Re: AGS engine Mac OS X port
« on: 08 Feb 2017, 18:08 »
Anyone who wants to build for Mac, check out the port Nick Sonneveld did for Wadjet Eye!

Branch: osx-nick

Engine Development / Re: AGS engine Mac OS X port
« on: 13 Jan 2017, 17:23 »
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 found the time/energy :)

Anyone who wants to build on Mac can check out our OSX port at https://github.com/JanetGilbert/ags/tree/osx-nick

Most debuggers allow you to hover over a variable while stepping through the code in order to inspect the contents of the variable. This would make my life so much easier!

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