daniele-rapagnani / alephone-android Goto Github PK
View Code? Open in Web Editor NEWPort of the AlephOne engine on Android
License: GNU General Public License v3.0
Port of the AlephOne engine on Android
License: GNU General Public License v3.0
There's no way to sidestep at the moment even if it is critical to some parts of the game.
Sidestepping should be possible while shooting. One possible solution is to support sidestepping in the upper right quadrant which is not used at the moment.
Ideally one would have one build per chapter in the marathon series, each one with its own icon. I don't know if this is somehow possible using build variants.
On my Android 10 phone, with a Razer Kishi controller hooked up to it, all three games only display a black screen for a split-second before instacrashing back to my apps launcher.
Supporting OpenGL seems to be challenging.
The following issues must be addressed first:
Thank you for the release! The three games all run great and the initial load of the first Marathon is actually very snappy. Only issue is the HUD in M1 displays as a black bar, at least on my phone. M2 and Infinity display correctly.
Music in the entire trilogy does not play. Consists of the level music from M1A1 and the menu music from Durandal/Infinity.
The data files must now be placed on /sdcard
requiring read and write permissions. This is not the ideal solution. Ideally data files should be placed inside expansion packs and downloaded along with the app.
The android back button should trigger the behaviour associated with the "ESC" key
Major showstopper: Starting with the level "Pfhor Your Eyes Only..." equipping the Alien Weapon at any time will cause the screen to freeze unless you switch away from it. This behavior can be observed only if the Enhanced fullscreen HUD is loaded; this doesn't happen on the Default HUD. Might be having to do with how the Enhanced HUD animates its distortion effects from tying to identify this unknown technology.
In all three games, I cannot set my input to be treated as an analog stick; it always resets to D-Pad style input.
there is a lack of the .mp3 recordings of the midi soundtrack for Marathon 1.
A new version of Aleph One dropped on January 15th. Any chance that this Android port can be updated to contain A1 v1.5?
At the moment the game is rendered preserving the 4/3 original's aspect ratio.
It should probably make use of the whole screen.
When attempting to use the Export Data option on the Launcher, the process never actually starts, leaving a "corrupt" zero=byte .ZIP archive lying around inside whatever directory I set as the destination.
If this is not already possibile it should be as easy as adding some path on /sdcard
in the asset's search path that is scanned first.
Relates to #25.
Instead of separating the three games into their own separate apps, would it be possible to make an "all-in-one" APK that contains the entire trilogy?
Is it possible to add a touch/gamepad shortcut to bring up the Android keyboard?
So I tried downloading every available Marathon scenario simultaneously, and run into a bit of a snag. When attempting to install either Eternal X or Rubicon X, I am met with the following error message shown in this screenshot. Worse still, A1 doesn't clean up after itself if an installation fails, necessitating a app-wide storage wipe ane re-installation of working scenarios, to reclaim lost space.
Aside from the HUD issue in the first Marathon, the only other request I could possibly suggest would be look inversion support added for the controller. Amazing work, cannot wait to lay down in bed and play these games!!!
Man, I dunno a damn darn thing about java, code & compiling, I just want to play the game.
First of all, i want to say great job on doing what the main Aleph One community won't, and that is porting it to android. I realize this is still in the early stages, but perhaps instead of porting each individual game, just port the aleph one engine. I'm thinking something similar to Delta/Quad Touch on android for Doom and Quake, where you can select the game you want to play. This also opens it up to other mods and TCs.
Not that i have played with this port much, but if it hasn't been included, contoller support would be great.
Again, great job and keep up the good work!
Use the blank space at the top right of the screen for buttons for looking up & down as that is needed to complete the games from start to finish.
Is it possible to "hide" any carried grenades from inventory management, so that you don't accidentally lob any while rapidly scrolling through the rest of your items?
When GLES support is implemented, would it be possible to add the XBLA graphics for Durandal?
When switching to another active app with the Recent Apps button, the sound module crashes upon returning to the game.
Poking the project with a stick to see if it's still alive, but Aleph One on desktops got updated to v1.6.1 a while ago. Are there any plans to bring the Android build up to date?
At the moment there's no way of swimming even if this is an essential action in the game.
Swimming and firing is not common in the marathon series so we may as well support this action with something like touching two quadrants at the same time.
When externally loading assets via the AlephOmeScenario.txt method, I'm unable to use .ZIP Plugins unless I unzip their contents.
When the game comes back from background the screen stays black until some user input is triggered.
This may be just a simple matter of adding an additional screen draw somewhere.
Marathon 1 & Infinity are both called "Aleph One", just with different coloured logos, so it isn't immediately clear which one you are opening.
The desktop Aleph One releases have an Xbox-360/Durandal-style fullscreen HUD. Any chance on implementation for Android?
not mentioned in the notes and would be a welcome addition, see for example xash3d, etc.
Just discovered your work. Great job, I'm enjoying it. Are you still working on it? I was wondering about the possibility of more Enhanced touch control customization? Like flipping sides with movement and triggers.
The virtual stick is just triggering key events. This makes it hard to move with precision. A solution can be to support variable velocity relative to the stick's origin at least when turning.
When configuring gamepad controls for A1, the game almost always insists that the look stick be treated like a D-Pad, despite me trying again and again to get it to treat it like the analog stick that it is. The only game where this didn't happen was Marathon 2, though I attibute that more to sheer dumb luck.
While most things as far as using a controller or keyboard are supported, it appears as though the mouse I have connected to this tablet is not producing camera movement. Tried enabling and turning off mouse control in settings but it does not seem to have resolved the issue.
While the title says it all I'd also like to state that it would be neat if, instead of having different applications for each game there could be single application that contains a menu that allows the loading of either mods or any of the three games. if you uhh, get what I mean.
There's an issue with writing to file in general caused by the fact that we are forcing all paths to be directed to the assets folder which is read-only on android.
When the game is started it takes a huge amount of time to load. This seems especially the case for Marathon 2 / Marathon Infinity.
I suspect the issue may be related to random file access and the fact that the assets are not physical files but are located inside the APK file (which is just a zip).
If I remember correctly this problem didn't occur when loading assets from the SD card.
Hi-res assets can be found as plugins for all three games, yet cannot be used at this time due to a lack of OpenGL/GLES rendering. Perhaps these could be deleted for now until a method can be implemented for loading external plugins?
Since your port of Aleph-One is pretty much straightforward, i wonder if Android versions before Lollipop can be supported?
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