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Messages - Andrea1992

#1
Room 5,
To get there, from the bedroom (initial room) go outside using the door, then talk to the girl that arrives (only character in that room). This sends you to the room 5, where the cutscene esc problem occurs,
thanks
#2
Thanks Crimson, the build fixed the problem. So, when you update to alpha 22 or beta,  will the fix be included? or will I have to use a different ags build?

Also, the game freezes sometimes. There is a cutscene in one of the rooms with fewer backgrounds and when I tried to escape it, it freezes the game completely. (This is when you talk to the girl outside the house)

#3
I made the game with AGS 3.5.0.24
I have PM a link to the game.
Thanks.
#4
Yes, I only get these errors in some rooms.
There aren't multiple background frames in these rooms (Most of the other rooms have multiple backgrounds though, but they're working fine)
There aren't walk behinds.
The room setting "ShowPlayerCharacter" is set to False for these rooms. They are close ups to show details of some objects and some have animations.

The error happens as soon as I change to these rooms.
Here you can download the .crm files of a couples of rooms with the error.
https://ln5.sync.com/dl/fe4035540/b4fwh9cr-a6khtsp6-5cz5e5dg-7ek279rh

Thanks!
#5
Hi, I tried the latest alpha and in some rooms I get this error, I tried to isolate the room functions and interactions, but makes no differnce.
Any guidance on how to debug it? thanks
#6
Engine Development / Re: AGS engine Web port
Sat 15/01/2022 04:38:33
Well, im not using dynamic sprites so no problem with that. I just checked and a completed agssave file is ~500KB (the total folder is 900Kb).
The web game will only be available for students in a school. They use tablets, chromebooks, etc, but they dont always use the same device. So Id like that the game creates the save files so the school can save them in the student user profile (they have their own infrastructure for this).

So I wonder how I could do this?
Quote from: eri0o on Fri 14/01/2022 07:25:34
The idea is to sync the virtual filesystem save directory (which is mostly smokes and mirrors) to the key and value browser storage.

Thankss
#7
Engine Development / Re: AGS engine Web port
Fri 14/01/2022 06:54:55
Oh wow, this is truly amazing! I used the AgsEditor_3_6_X_WebTest.zip and I could export it to web! My game is huge, build size is 2.68 GB. I still tried and uploaded it to gamjolt and it worked!! it takes like 15 minus to load, but it's perfectly playable on desktop browser (does not load in mobile browser).

Then, I tried with the demo (build size ~900MB) and it only takes ~5min to load on desktop, mobile does not load either:
https://gamejolt.net/?token=UBH7mMV2uy8acabUEyzF5kNJDGktmb

I'm very interested in saved files, would appreciate some insight on this.
Quote from: eri0o on Wed 26/05/2021 02:45:17
If you want persistent save files, ask me about it here in the thread, they are technically possible

I'm working on a very light version of the game, trying to bring it down to ~300MB as you recommended because I'm after a mobile web version.

Thanks so much for this!
#8



For many of us, adventure games played a significant role in helping us refine our language skills as children. But could an adventure game be purposely designed to help people learn new languages? We certainly believe so and we're putting it to the test.

We are proud to announce Pedro's Adventures in Spanish. An immersive language learning game that helps you practice and learn Spanish without the need for quizzes or word matching exercises. Instead the player recieves comprehensible input, and can understand their objectives via context and imagery. That said, the ideal audience are people who have already got themselves to a very basic level of Spanish and are now looking for a more exciting way to practice what they've learned and further expand their vocabulary. Brand new Spanish learners have still been able to complete the game but its a much greater challenge. (Unless you already speak a language like Italian or Portuguese)




We're also working on a version of the game to help people learn English and then following up with Italian, French and Portuguese. Slavic, Germanic and Asian languages will follow after that.




This is our first commercial release so the experience has been overwhelming to say the least. If not for the incredibly supportive AGS community we would not have been able to achieve it. As a small thank you we have added the names of the people who have helped us directly. But the general positive attitude of the broader community should absolutely be commended.

A huge thank you to: Crimson Wizard, Matti, Snarky , Khris , Cassiebsg and heltenjon. ​




Features:


  • Dozens of unique characters fully voice acted by native Spanish speakers
  • Auto-saved progress and no death mechanic encourages experimentation without risk
  • Over 2000 lines of in-game Spanish dialogue
  • Approximately 10-15 hours of game play (depending on experience level)

Available here on STEAM: ​


Rocket Boy Games is a small 2 person team (a romantic couple actually! totally insired by Roberta and Ken):

*Andrea Ditta - Programmer/Translator (from Colombia)
*Chaz Lewis - Art/Design/Music (from Australia)

We worked on the game for about a year in our spare time, then 4 months full time. This part was pretty intense (about 16 hours a day with no days off.) If you have any questions at all about our development process or release strategy please feel free to ask. Again, our most sincere thank you to you all for your support.

Mil gracias,

Chaz and Andrea
-Rocket Boy Games
#9
Quote from: newwaveburritos on Fri 23/07/2021 20:02:05
Dang, the animation all looks so good! I think I said that already but now I've seen more of it and it's even truer now.

right?? I'm a super fan of Chaz's art (the game designer), he drew all the graphics pixel by pixel  by hand :shocked:

Quote from: heltenjon on Mon 19/07/2021 12:24:58
(nod) My daughter is now texting me in Spanish.  (laugh)

This is super adorable <3
#10
AGS Games in Production / Re: Kola Queen
Fri 30/07/2021 05:09:29
Quote from: newwaveburritos on Fri 09/04/2021 19:28:56
Just because I can't hang out with friends in a bar doesn't mean that you can't in the world of Kola Queen!

:grin: :grin: :grin:
I feel so identified with this statement!
I like this project btw, it 'transmits' a nice vibe, keep up the good work!
#11
Thanks for the support guys!

We'd like to share some info behind the design philosophy and game play:

#12
Hey guys. I opened my game with AGS 3.6.0 alpha 4 and everything has played amazingly. We made the game with AGS 3.5.0.24. I also tried the android launcher.

Quote from: Crimson Wizard on Sun 04/07/2021 02:51:20
This new version currently links SDL2 library dynamically, so you have to additionally have SDL2.dll.

Is this a big deal for people?

I do not think it's a big deal, it's great. The improvements ARE  a big deal. Many many thanks for the hard work.

The performance, animations, interactions, the whole game feels smoother and quicker than previous versions. I love that I can change the audio output device and the game reacts to that!

I'm not getting Potajito nor nightmarer issues. It's all good.

Some small things I noticed and questions:

*maybe i'm doing something wrong or missed something, but I cannot reproduce any video.
  I was using .ogv without problems in the 3.5 version. Now it says "Unable to load theora video 'videoname.ogv' ".
  I tried mp4 but it's not supported as you stated.
  Any recommendation? Thanks

*In full screen, it behaves similar to windows mode, I can move the cursor outside of the game (I have two monitors) and if I click outside, the game minimizes. This happens even if I "auto lock to window" in the mouse options in winsetup.
Something similar happens in AGS 3.5 with openGL only. When the cursor clicks very near the edge, it bounces down to the bottom of the screen and minimizes the game. Is it possible to fix this in AGS 3.5?

*Not important, just to mention, but in debug mode ctrl+X for changing rooms, I cannot write the room number as I used to in previous versions. I use a lot this function because it's faster to write the number than clicking the arrow (i have more than 100 rooms)

*And finally, I don't have much to compare to the android version  since it's the first time I use the launcher. Here I just have two questions.
The process to create a standalone apk is the same as previous versions? I have read about it but never tried. If the process is indeed the same, what libraries should I use?
And second, how can I get the keyboard to appear in the screen using the 3.6 launcher? anyway, sorry if this is answered in some other forums but couldn't find any.
In general, I love it! the game plays nicely on the phone. There are some rooms with big backgrounds, alpha channel or parallax that do not plays well, but It's an easy fix I guess.

We're releasing our game in STEAM in the couple of weeks, therefore we're using the AGS 3.5 version, we don't have the time to do a thorough test. But looking forward to do it and update it in the future.

Thanks again for doing this.
Have a great day.

#13
Thanks again Ivan Crimson  :grin:
#14
 :shocked:
So good!! thanks for sharing, very much appreciated
#15


[Soon to be available for English, French and Italian]



Description/Story:

Learning Spanish should be an adventure...
Immerse yourself in a Spanish speaking world of adventure! Take control of Pedro as he travels across the kingdom, solving puzzles, making friends and defeating monsters. His journey to save the princess mirrors your journey into learning Spanish.

Pedro's Adventures in Spanish is designed to be entirely in Spanish with no in-game translations. This provides maximum immersion and will be useful to any learner regardless of their native language. All interface, dialogue and narration is in simple Spanish accompanied by images, animations and context to help you understand the game play and objectives. You can see the Spanish word for any object by hovering the mouse cursor over it and if you didn't quite catch what a character has said you can ask them to repeat as many times as you like!



Features:

This is not a classroom, there are no quizzes or word matching exercises. The purpose of this game is to provide a fun environment for you to practice and learn through context and immersion.

  • Dozens of unique characters fully voice acted by native Spanish speakers
  • Auto-saved progress and no death mechanic encourages experimentation without risk
  • Over 1800 lines of in-game Spanish dialogue
  • Approximately 15-20 hours of game play (depending on experience level)



Development Progress:

Story: 100%
Scripting: 100%
Graphics: 100%
Sound/Music: 100%
Beta testing: 10%

*EDIT* to add: We have finished the beta testing phase. Special thanks to heltenjon who gave us valuable feedback.
We're on track for releasing early July but we'd love a few beta testers from the AGS community. If anyone is interested please drop your STEAM user name in the comments or send us an email to info@rocketboygames.com.


Our STEAM store page is also available. You can visit and Wishlist our game  :grin: :wink:


#16
Hey guys,

In the EDITOR I can check all my sound effects and all of them play the right sound, I also checked the audio files paths on the audio property panel and they're also correct.

But sometimes, when I'm playing/testing the game and I trigger a sound effect, it reproduces a different audio file and haven't be able to recognize any pattern on why is this happening. It seems to happen when I upload a new sound and assign it to a view frame, but not sure about this. We have about 200 sounds, all 16bit wav files.

The only solution I have found so far it is to delete the audio file that it is supposed to reproduce, upload it again and play it manually in the editor (instead of assign it to a view).

Sometimes, this works OK, but most of the time the problem is moved to another sound effect. And it's difficult to know which sound is the next victim (it takes about +10 hours to go throughout the game and play all possible sounds to identify which one is not playing correctly).

Just to clarify, the problem is usually a sound assigned to a view frame, but today I found a sound that is being played manually in the editor, when I interact with an object.

Is this an issue that anyone else has experienced? Any guidance would be greatly appreciated. Thanks.
#17
Hello and many thanks for your help  :grin:

Has anyone experienced a bug where the player suddenly receives every item in the game in their inventory? (Absolutely every item) I'm confident there's no code in my game that performs this function deliberately. Fortunately I was recording my screen while testing so I was able to go back and retrace my exact gameplay steps however I haven't been able to recreate the problem. Its not at all obvious to me how this could've occurred. Would greatly appreciate hearing from anyone who has experienced this.
#18
Hellou guys,

Is there any simple way to create an idle and non blocking sequence?

Something similar to the BgSpeech module but instead of only speech I want to queue a number of different actions.

For example, i have a dog in a room. Its actions would be:

Code: ags

function perroIdle()
{
walk to (randomX, randomY)
wait random couple of seconds 
walk to (randomX, randomY)
animate a specific view
say something
.
.
.
more random actions
}


I want this function to repeat but if the main character interacts with the dog it should pause, then continues.

I need to do this for a lot of characters in my game and so far I have used a ridiculous amount of timers to control, literally, each action and it's not yet a smooth idle sequence, have had a lot of issues.

So, any advice would be very much appreciated.
#19
Just wanna say: THANK YOU guys, since the person who benefited from your help in this thread didn't say it.
Your help is very much appreciate it for most of us.
#20
Hi,

In general settings -> dialog -> allow speech to be skipped by which events I selected Mouse only (all good).

As we know, when the characters are talking the cursor mode changes to wait and animates its assign view. But this waiting cursor view continues animating even when the character has stopped talking. So the game is paused with this cursor animating and gives the player a feeling that the speech hasn't finished, and it is not clear/intuitive that the character has finished talking and they are able now to click and end the speech.

I would like that the waiting cursor view animates only while the character is talking, then I'd like it changes to the pointer mode and keeps that mode until the player clicks.
Is there any way to do it? thanks!
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