Showing posts with label english. Show all posts
Showing posts with label english. Show all posts

13 January, 2012

Finally, Available on the Android Market

Click here for my first game that's published on the Android market:

Click here: Hangman on Android Market

To be honest I'm excited that it's there. Whether it get's any sales or not, is another thing.

But I do hope to get some sales, through to the promise that it will be updated regularly with new topics and words.


currently it has 18 topics and over 600 words. I hope to add a new topic every week.
Also, I'd like to add some new features like

Hangman Android App/Game for sale on slideme

I've finally released my hangman Android game for sale.
While I'm waiting for it to appear on the Android market here is the link to the hangman app on the slideme website:

http://slideme.org/application/hangman-9

A description:

A game of classic hangman that is designed for both learners of the English language and native English speakers.

Currently featuring 18 different topics (with more topics to be added regularly)

Over 605 words (with more to be added in updates).

Also, if the google translate application is installed, the program will translate the word into your language, just by pressing the translate button at the end of a game.

If you are learning English this is the version of hangman to have. Created by a teacher of English.


12 January, 2012

Hangman, nearly finished!

I've nearly finished my first game. It's a version of hangman for learners of the English language. It hasn't been the most taxing of projects, but it has been a nice little project to help me learn my way around creating simple educational games for Android. And another thing it's a finished game, which has been one thing I haven't achieved before.

The game features different selectable subjects, such as animals, sports, countries, from where the words are randomly selected. Also, it has the option for the user to use Google's translate application to translate the word into their own language.

I still have to improve the look of it a little more and also add some more word lists, but tomorrow I hope to upload it to the Android Market place. I'm not sure of the price I'll give it, but I'll keep you updated on my progress.

After it's published, I hope to add regular updates, such as a new word lists every so often. (ideally weekly or fortnightly). I also hope to add a score, so the user can keep track of their progress in each subject and also difficulty levels.

Screenshots of current progress (95%):





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16 April, 2011

Fifth Day (hangman)

Today, (well at 12am on Friday night) I started work on one more of the mini-games, which will be hangman

As said before I'm also considering releasing a separate computer game consisting of a few classic word games, that includes thousands of words of vocabulary categorised into subjects and English levels (Beginner,Intermediate,Advanced). One of these games will be a computerised version of hangman, so today I have been 'killing two birds with one stone'.

The Play To Learn game just loads the correct vocabulary depending on the planet the student is currently on. While the separate version loads the vocabulary depending on (As said before) the English level and subject.

I'm quite pleased with it even though it doesn't look great due to the fact that there are no graphics at the moment.

18 March, 2011

Third Day

Well, Yes I did miss one week of development due to personal commitments. But this Friday (my only real free day that I can work on the project) I have completed the first game, the memory game, where the user has to find two similar cards (one with the English word on it and the other with a picture of the object or subject).

I'm fairly pleased, as this game is ready to be used across the different planets, and just needs the graphics to be inserted for each planet, and a score system (which I'll implement across the whole game).

I'm even considering releasing a version of this game on it's own as a resource for teachers of the English language, with as many different vocabulary subjects as possible.

28 February, 2011

Learn English Educational Game Diary

Just a quick update.

In the first 3 hours.
I've starting creating the basic navigation system of the game.

version 0.01
-Created basic program structure.
-I've got a simple menu at the top of the screen for exiting the game, and returning to the main screen.
-I've created the navigation for entering the different themed sections (Currently they are badly drawn planets, such as number planet, colour planet, animal planet, etc..)

27 February, 2011

New Start. New Game. A Project for 2011

Announcing: Project 2011

Today, I've decided to make an educational video game for young foreign learners of the English language.

The game will have different themed sections (such as a section on colour, a section on animals, numbers, etc..) and within each section there will be various fun games for children to play and learn.

About 2 years ago I did actually start making an identical game called 'Learn & Play' (as seen in the games section on my website) but it never got completed due to my lack of programming knowledge at the time, I've put it available to download on my website, although it is a bit of gamble of which games in which planets work, and which ones don't.

As for the new game, It will use none of the code from the old game (because basically, it was a mess and full of simple mistakes. Even though I'll keep it at the moment while I'm starting-out, I'm not sure if I'll keep the space theme for the final game.

My ultimate aim is to be able to sell this game.

Here are a few small screenshots of the OLD ORIGINAL game:



04 January, 2009

Development Difficulties and History - part 3 or 3

I haven't been able to update the blog much over the Christmas period, as I have been visiting family in the UK.

But good news is that I have a new lovely laptop, it's not too expensive but it does pack hell of a punch and can manage all 3D games I have tried so far.

Anyway I thought I would finish this tedious history of mine in the quickest way possible.

...After downloading Blitz3D and having a month of experimenting I knew that this interpretation of the basic language was for me. Unlike my failed study of Java and brief tinkering with C++ and another version called C-Lite (if I remember correctly), the Blitz3D syntax seemed to suit me well, and this was the first time I actually enjoyed programming, with complete understanding of what I was writing and the great ability to see if what I had written was working in an instance.

Within weeks I had created a simple 3D Star Trek game where you could fly in a giant sphere representing the Solar System and fly from planet to planet and even been chased by an enemy ship (but only with six or seven lines of ai). Also, I even managed to create my own 3D models for the first time.

After also creating another basic game with a sea landscape and some island and a pirate ship that could move about, I decided to work on my educational computer game for learning English.

While my initial enthusiasm was great and I started well. Eventually, my enthusiasm dropped and appeared in brief spurts, maybe this was due to the fact that the only place I could receive a wifi signal to connect to the Internet was from my bed, and this was an awful and uncomfortable setup for programming, as I couldn't sit-up as the table was to low, so I was always slouching. This went on for about three months, and I barely had anything to show for my time.

I don't know at what point I decided to try out BlitzMax, but even though at first I thought it was too fiddly, I eventually got hooked, especialy by it's more object orientated language, which is fantastic for me compared to Blitz3D which wasn't object-orientated.

Using BlitzMax also gave me the chance to start again with my educational game, with a new approach and a more modular design, where I keep everything seperate, like graphics, data, each of the game screens, the menus. This has and will help me, as code can easily be changed and new bits added and removed. However, the same problems of enthusiasm appeared and I found myself sometimes only doing one or two hours every week or even every fortnight.

I did manage to get back on track in September, when I moved to a newer and bigger flat, that it included it's own studio and a massive desk for me to work on. Work on my game continued well all through the month of September and for some part into October, and initial fears of how and from where I would get the graphics and music for my game where put to rest, when I decided to make my own graphics and actually found a cartoon style that looked good and I could actually draw (well except for the main characters, for whom I am still undecided of how I will draw them). I also found a couple of websites where people submit their sounds and music and these can then be legally used for commercial games and programs, all just for a possible mention in the credits.

However, programming did come to a halt during October, as financial worries and concerns where at the top of my head and I never managed to sit down and even do a decent hours worth of programming. This lack of work continued through November.

Finally, In December as mentioned in this blog, I finally took the plunge and changed from the Windows operating system to the Ubuntu version of Linux. This lead me on to a quest to find a high level programming language that I could work with on Linux, and then run on Windows.

My initial thoughts where to try the scripting language of Python and Pygame which is designed to help with making games in Python. But this language wasn't for me, with the forced indenting which wouldn't compile unless I got it exactly write and the general syntax and layout of the language.

I also tried some versions of the basic programing language, like Free Basic, but even though I liked it a bit, the lack of tutorials for the type of game I want to do, and the default graphic engine not being for commercial use, led me to try something different.

After playing around with a few other versions of basic (I can't remember all their names), I landed at Pure Basic, which even though I have only played around with it for a week, I think it could be a serious contender for me to use instead of BlitzMax, as it is easily setup in Linux and Windows, and using my dual-boot computer I can compile nearly (if not all) the same code for both operating systems. So here I am now, considering whether to continue with BlitzMax or switch to Pure Basic.

Any other suggestions for basic like and cross-compatible programing languages are welcome.

26 November, 2008

Development Difficulties and History - part 2 or 3

After writing this article, I have decided to split this history of the beginning of my journey into independent game development into three parts, to make it a less strenuous read and write.

Here's the second part of my self indulgent history of how I got here, but luckily this is shorter.

After University I relocated from the UK to Spain and worked as an English Teacher.
During this time I discovered a little game creation software program called Game Maker. It aims to allow people without programming experience to create 2D games, while allowing more experienced users to use it's inbuilt scripting language to make more complex games. While, I found this true, I think it would be incredibly hard or tiresome to create a descent game without the use of it's language.

After making a few simple games in Game Maker, I came up with the idea of maybe using my English Teaching knowledge to make some educational software, as I had seen the strengths and weaknesses of various educational software, and how children quickly tire of repetitive and long computer games and activities.

Using my knowledge from my degree in Computer Science, I came up with a good design document (even if it was scribbled) of what I wanted. However, putting these ideas into Game Maker was a frustrating experience due to the limitations of the software and also the speed. So, after two months I archived my Game Maker files and decided to find another programming language.

After various searches, and finding C++ to strenuous for what I wanted to do, I downloaded a copy of Blitz3D..

still alive..

I'm still alive. Currently considering whether to continue the racing game in 3D with monkey or change to Unity3D (which I've been ...