So, we are at finish line with Windows release. Then will be build for Linux and port to Android.
This simple game is for young smart kids to improve or indroduce them an art of programming. =)
Gameplay video:
http://www.youtube.com/watch?v=G19a8HvsbRg
http://www.youtube.com/watch?v=I_bOJ0SA4xY
Game's page:
http://familyxoft.com/blog/?page_id=2
(http://static.old-games.ru/uploadedimages/2013/11/20/16874528cea4ea7abf.png) (http://"https://play.google.com/store/apps/details?id=com.familyxoft.croger_demo")
Soon i'll do normal page for this game on my site with all game related information and tutorial.
PS And i'll ask my friend to do normal translation to english and deutsch. If someone wants translate to other languages - you are welcome.
PPS Game uses my GIPE framework based on SFML (and it's dep-s), Lua, OOLua, glm, zlib, minizip. I want to thank all of these libs creators. I'm used SFGUI, but had to refuse because of different vision of some things and because of GIPE is optimized to use several threads. So GUI is my own, but i want to thank SFGUI creators too. =)
Wonderfull, tested on android , very good, but scroling need two fingers for the left side ( not tested with the central side )
if you want , i can translate it in French , give me the english base file by pm.
Scrolling by two fingers is because one finger used for highlighting and block's movement. Yes, you can help with translate. =) It would be great!
And you can add new id for translator:
ABOUT_MESSAGE=Programming: Ilia Pavlovets\nMusic: Artur Tohtash\nFamilysoft © 2014\twww.familyxoft.com
TRANSLATED_BY=Translation to English by: Somebody
I don't have problems with language detection. You can see the code in my GIPE framework.
LanguageManager::LanguageManager():
Manager("Language Manager", false),
IUpdatable(true)
{
#if defined(ANDROID)
std::string loc = sf::GetLanguage();
const char* curLoc = loc.c_str();
#else
const char* curLoc = setlocale(LC_CTYPE, "");
Log::Message("LanguageManager: current locale is %s", curLoc);
#endif
if (curLoc)
{
mLangId = std::string(curLoc, 2);
}
else
{
Log::Warning("LanguageManager: using default locale %s", mLangId.c_str());
}
Where sf::GetLanguage is my modification for SFML.
std::string GetLanguage()
{
priv::ActivityStates* states = priv::getActivity(NULL);
Lock(states->mutex);
char lng[3] = { 0 };
AConfiguration_getLanguage(states->config, lng);
return std::string(lng);
}
Language can be selected from the game directly.