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Topics - Andrea1992

#1



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
#2


[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:


#3
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.
#4
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.
#5
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.
#6
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!
#7
Hi,
When I save a game and hit the save button, a button sound is played with the click, which is OK  (nod).
But then, when I restore that saved game, the button sound is played again after fade in the room  (wrong).

As you can see below, I just added a normal playing sound when clicking the save button.

Code: ags

function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
  a138_Barra_Select.Play();  // this is the audio when clicking the button 'save'

  int gameSlotToSaveInto = find_save_slot(txtNewSaveName.Text);
  if (gameSlotToSaveInto < 0)
  {
    Display("No more free save slots!");
    return;
  }
  SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
  close_save_game_dialog();
}


I don't know why is playing that sound again when i restore the game. Thanks in advance.
Not sure if I explained my self
#8
Hi, I'm using a Lucasarts speech style. I'd like to add a sound when the player hovers over the dialogue options. Is this possible?
Thanks!
#9
Hi,
I added a "hunger" level bar using Gui's and it's updated each loop in repeatedly_execute function. I followed Gurok tutorial: https://www.adventuregamestudio.co.uk/forums/index.php?topic=54827.0

When the hunger level reaches a specific value I want my character to change its idle view, so I'm using SetIdleView function inside the repeatedly_execute function as well.
Code: ags

function repeatedly_execute() 
{
  if(hungerLevel== 408)
  {
    cPedro.SetIdleView(71, 0);
  }
}


The bar level is working perfectly, but not the idle view.

The idle view is only changing when I set a delay of 0. It changes to the first frame of the view but doesn't animate. And when I set a different delay it doesn't even change the view at all.

Now, I tested the idle view animation by itself and is working fine when I set it in the character's properties. But is not working in the script above.
I also tested the script using other views that have been animating fine in other scenarios and this didn't help either.

I have no clue how to proceed and make it work. Please help!!  :-D
#10
Hi, in this first function my character is walking to the specified coordinates, according to its position before he start to walk:

Code: ags

int loop;
function cajon_Interact()
{
  if (cPedro.x > 470)
  {
    cPedro.Walk(550, 620, eBlock, eWalkableAreas);
    loop = 1;
  }
  else
  {
    cPedro.Walk(400, 620, eBlock, eWalkableAreas);
    loop = 0;
  }
  cPedro.LockView(ViewUsar);
  
 //other things
}


I tried something similar with the following function, but this time, the character is always walking to the same destination, no matter the X coordinate he is at the beginning.
What am I doing wrong?

Code: ags

int loop4;
int Xcoor;
int Ycoor;
function hRio_UseInv()
{
  if(cPedro.x < 430)
  {
    Xcoor = 350;
    Ycoor = 720;
    loop4 = 0;
  }
  else if (cPedro.x > 890)
  {
    Xcoor = 970;
    Ycoor = 720;
    loop4 = 1;
  }
  else
  {
    Xcoor = 640; 
    Ycoor = 720;
    loop4 = 0;
  }
  if(cPedro.ActiveInventory == iBotella_vacia)
  {
    cPedro.Walk(Xcoor, Ycoor, eBlock, eWalkableAreas);
    cPedro.LockView(20);
    cPedro.Animate(loop4, 2, eOnce, eBlock, eForwards);
    cPedro.UnlockView();
    cPedro.LoseInventory(iBotella_vacia);
    cPedro.AddInventory(iBotellaAgua);
  }
}


Thanks!
#11
Hi

I'm creating a cutscene and I want it to be partially controlled by the user.
I want one command to be executed (to be completed, not skip ) and wait indefinitely until the user press click or a keyboard (not to wait a time), and then execute the next command and so on.
I have the following function which is doing what I want, but I found a bit awkward to use that big number.
Is this the best way to do? or what can u recommend?

Code: ags

function cutscene1()
{
  line command 1
  WaitMouseKey(10000);
  line command 2
  WaitMouseKey(10000);
  line command 3
}


If this is already solved in other forum, My apologies, have not be able to find it.
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