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AGS for iOS

iOS thread on the AGS forum: https://www.adventuregamestudio.co.uk/forums/index.php?topic=46040.0

Building

Currently building both requires Xcode and macOS. Development was originally done in Xcode 14.

The first thing you need to do is to get all dependencies necessary in libsrc/ in the project root. To do this, navigate to it and run the ./download.sh script there.

After the script is ran, open Xcode and load the project in <SOURCE>/iOS/xcode/ags/ags.xcodeproj.

The iOS AGS app is all contained in a single Xcode project. It currently embeds SDL as a subproject downloaded by ./download.sh and located in the in the /libsrc folder.

Preparing game

  1. Copy the game files to iOS/Resources: game.ags, speech.vox, audio.vox, and any other files related to the game (e.g. Lip Sync)
  2. Add additional files to `AGS/Resources`` in the Xcode project
  3. Select the target "AGS Game" in the AGS project
  4. Edit the Identity section (Category, Display Name, bundle identifier, and version)
  5. Under Build Phases -> Copy Bundle Resources, add additional game resources that need to be embedded with the game, the ones that were added to AGS/Resources (e.g. Lip Sync files)
  6. Build and run the AGS Game target on the simulator or device! Remember you need to set a Team, like your Personal Team, and a Bundle identifier (e.g. com.mystudio.mygame).
  7. Modify the AGS/Resources/ios.cfg file to make game setup changes (see below)

You may also need to manually assign a launch screen and game icons the way you normally would for an iOS app.

Game setup config file

The configuration file is similar, but unique to mobile and iOS devices and may differ from the configuration for Windows/Linux builds. Here's an explanation of all the settings:

[misc]
config_enabled = 1    ; Enable or disable config. If disabled, only translation config is read, default 0
rotation = 1          ; Set game rotation (0 = unlocked, 1 = force portrait, 2 = force landscape), default 0
translation = default ; (string) Translation to use, default "default"
[controls]
mouse_emulation = 1   ; 0 = off, 1 = one finger (hold, drag), 2 = two fingers (tap), default 1
mouse_method = 0      ; Mouse emulation method (0 = absolute, 1 = relative), default 0
mouse_speed = 1.0     ; Mouse speed in relative mode, default 10
[compatibility]
clear_cache_on_room_change = 0  ; For low-end devices, clear the cache when changing rooms (1 = enabled), default 0
[sound]
enabled = 1           ; Enable sound, default 0,
cache_size = 64       ; Sound cache size in bytes, default 32 * 1024
[graphics]
renderer = 1          ; Renderer type (0 = Software, 1 = Render to screen, 2 = Render to texture), default 0
smoothing = 0         ; Scale smoothing (0 = nearest-neighbor, linear) enabled, default 0,
scaling = 1           ; Scaling style (0 = none, 1 = stretch and preserve aspect ratio, 2 stretch to whole screen), default 0
smooth_sprites = 0    ; Sprite anti-aliasing, default 0
[debug]
show_fps = 0          ; Show FPS overlay while running the game, default 0
logging = 0           ; Write logging to logcat, default 0

Embedded plugins

The AGS iOS build will provide ports for existing AGS plugins built right into the library:

  • Snow/Rain
  • Parallax
  • Flashlight
  • Touch

The Touch plugin is specific to the iOS build and allows the option to pull the virtual keyboard with the following calls in a game script:

// Shows the virtual keyboard
import void TouchShowKeyboard();

// Hides the virtual keyboard
import void TouchHideKeyboard();

// Returns true or false if the virtual keyboard is visible
import bool TouchIsKeyboardVisible();