Any chance of a release on other retro platforms? Would love to have this on Amiga or Sega Genesis. Would gladly help porting it there, too (I'm a software engineer/game designer myself).
Happy-Ferret
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I created an unofficial Mac port of the demo. The .dmg is a bit broken unfortunately (no background image, unlike in the screenshot on my site) but I'm fixing that soon.
The demo currently only works on Intel Macs with MacOS 10.13 and up (it might work through Rosetta 2 on Apple Silicon. I don't have a device to test it though).
I'm releasing a universal binary for MacOSX 10.9 (Intel) and up and MacOS 11 (Apple Silicon) and up respectively soon.
I contacted you on Kickstarter. If you need some additional expertise, I'm here. I already got a working MacOS build (still finetuning it though. Had some issues with the background image in the .dmg file and it currently only runs on MacOS 10.13 and up, and only on Intel Macs. I can get it to work on Apple Silicon and even the old PPC models though)
I spent more time bundling this than I spent hacking on ScummVM, but hopefully this should work and not run into any installation issues.
https://markusbkk.github.io/Gobliiins5-MacDemo/
Hi Lebostein (is that the same Lebostein from Adventure Treff? If so, I inboxed you again. ;=) )
Yea. The game runs pretty well on Mac. Just a minor script bug due to different engine versions.
I'm almost done building an app bundle for the demo version.
I hope Pierre gets back to my Kickstarter message. This game has so much potential and would make a great game on consoles, too.
Talking about bugs, I ran into plenty on ScummVM's end when trying to bundle the game.
I don't think the documentation is up to snuff in that regard. It says that, on Mac, to drop the game files into "MyGame.app/Contents/Resources/game". That didn't work for me. I ended up having to create a scummvm-autorun file in the Resources folder and hardcode the path to "/Applications/MyGame.app".
Furthermore, the preferences are always saved as "~/Library/Preferences/ScummVM Preferences", no matter what change the bundle identifier in the Info.plist to.
That being said, I'm almost done with a first version of the MacOS demo app bundle. Gonna upload it tomorrow, once I have an icon for it and tested it on another Mac.
Would be great if Pierre saw that and picked up my work so we could have an official Mac build.
There are these tools to read/write TRA files like the one that ships with Gobliiins 5, although that's very unofficial.
https://github.com/Taktloss/AGS_TranslationEditor
https://github.com/Jibun/ags-translation-editor
I'm almost through with the demo on MacOS High Sierra, using ScummVM (haven't tried the official AGS runtime and I think ScummVM would be a better way to port the game to even older platforms as well as consoles)
There's one little bug in the script that required me to recompile ScummVM with a Character.Animate check in the AGS engine disabled. Otherwise it seems to work fine.
Would love to help porting this game, as well.
The relevant line in ScummVM.
I'll take a look at it for you.
Will report back once I've found a workaround (although this looks like a coding mistake on Pierre's part, maybe. Been a while since I messed with the AGS engine. RN, I work on reviving ScummC, so that maybe one day people can develop another game with a SCUMM compatible engine).
EDIT: I simply commented out the if-statement, recompiled ScummVM and restarted the game. No error message thus far.
My suspicion is that the AGS engine inside ScummVM is somewhat more strict than the default Windows AGS interpreter and that Pierre set an animation value that is out of bounds for the AGS engine inside ScummVM.