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> > BTW, Gemini Rue only got released in iOS because it was totally reprogrammed from the ground up - nothing to do with AGS itself really, although the open sourcing obviously helped!
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> This is wrong. Gemini Rue uses the iOS port of the AGS engine; it wasn't remade from scratch. There are some details about changes made for tablets in capsulecomputers.com.au/2013/03/interview-with-david-and-janet-from-wadjet-eye-games Many of these things would be done on the game level, not the engine level. And Janet Gilbert says:
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> > The engine-level technical challenges were mostly handled by the AGS porting team ? so a big thank-you to everyone on that team, especially JJS (Jochen Schleu) who fixed so many tricky bugs in the engine for me!
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> A lot of games work well in the Linux and Mac ports already. Obviously it's more work to adapt a game for mobile platforms (like making the hotspots larger or reworking the combat in GR for tablets).
Okay, so I didn't make that very clear. What I was really getting at was that iOS and Android publishing with AGS is only possible with a lot of programming work and engine hackery. Their primary focus is simply running the AGS engine on these platforms, so a long way to go towards publishing.
In my mind, this is the biggest problem with AGS (that and the lack of support for 2 screens!). In this day and age, I find it difficult to begin engaging with a system/engine that doesn't publish to multiple platforms. But you can always have hope for AGS!
Mmmm, no. From the same interview quoted earlier:
"The engine-level technical challenges were mostly handled by the AGS porting team ? so a big thank-you to everyone on that team, especially JJS (Jochen Schleu) who fixed so many tricky bugs in the engine for me!"
I started using AGS back when it was still DOS-only. If the community is half as supportive as it was back then, there's a ton of support for getting your AGS game on any device you're interesting in.