Syntagmatoons

Pierrou

Member
Joined
Jul 6, 2017
For a few... years (!) I've been working (on and off) on a game for French speaking speech therapists.
I'm still not done (many bugs left, some more game modes to add) but I'm beginning to think I'll be able to finish it some day.

It aims at helping the patient develop their sentence processing.

I'm using Mojo1 + IgnitionX (because I thought it would allow me to grasp multiple different scenes on the screen easily, which is quite the case but you have to understand Playniax's logic first to use it). I'm not always having fun coding this but in the end what I get on the screen is what I intend to get.

At the moment there are two main game modes.
The first one is some sort of "sandbox" mode. You can pick up words to make a sentence and then see what happens on the screen. Then you can modify the sentence and see what happens.
In the second mode you have to move the sentences on the right animations. The speech therapist can change many parameters, so that the computer automatically creates more or less complicated sentences to play with. Depending on the parameters, the sentences shown at once can look pretty much the same except for one word or one word's position, or be quite different so the patient must use more or less complex strategies to understand them.
options.png



The characters are randomly assembled, dressed and coloured from a bunch of images (limbs, clothes, faces....)
That's what those parts look like :
bustes.png


What I have to do is to clean everything up and fix the many bugs, add modes, add animations when you win, and send it to testers...
 

Pierrou

Member
Joined
Jul 6, 2017
Characters can walk various animals... Last week I sent an early version to colleagues for them to test it with children. Still many bugs left but at the moment with most of the main routines working, coding it all is quite fun...
1570373246680.png
 
Last edited:

Pierrou

Member
Joined
Jul 6, 2017
Thanks Mike!

The game is slowly getting a little bit fun at last, and so is the coding. Most of all the items must relate to each other the right way so that the patient really has to understand the sentences and not just guess by reading a few words and watching the pictures.

Yes Mojo1 + IgnitionX. I began this project ages ago, I'm not even sure if there was a Mojo 2 at the time :)
On at least one other project I've been using Mojo2, which was totally fine too.

When I'm done with this one I guess I'll use Mojo2 and no framework for the next one.
 

Pierrou

Member
Joined
Jul 6, 2017
There is nothing wrong with the combination you choose.
Of course not, except that IgnitionX is sometimes a bit obscure, I had to ask Tony a few times how to use some of the commands, I really couldn't figure out myself what he meant, even with the many docs and examples. On the other hand it is very powerful and overall a great tool and Tony's a wonderful coder and has always been very nice and efficient, but you should be struggling with how to fulfill your ideas and not how to use the tool. IgnitionX allowed me to do things I may not have done by myself but it sometimes sucked some of the fun out of coding.
 

Pierrou

Member
Joined
Jul 6, 2017
I did a small GUI module (buttons, radio buttons, sliders) for one of my apps, I didn't share it because its use wasn't straightforward enough if you weren't me and I had no time to polish it (and there are so many of them out there) but it felt comfortable indeed and I will probably reuse it.
 

Pierrou

Member
Joined
Jul 6, 2017
Thanks for your kind words @RaspberryDJ !
I bought IgnitionX when it came out because it was supposed to make coding easier so that I could focus on creativity. That's not 100% how it went but that was the idea. One thing made easy by IgnitionX was the multi-playfield display. As you can see in the main game mode the screen is divided in 4 individual playfields each with its own rules and display. There are many useful classes like sprites, buttons and all. What I still don't like much about IgnitionX is that it's kind of an all or nothing thing : if you want to use those classes, you have to set up so-called "engines", "playfields", "layers" and so on. Pyro, meant for Mojo2, and also by Playniax, was more lightweight and more modular but I only used it once.
I can't see what you mean by flash-like animation?
 

RaspberryDJ

Member
Joined
Jun 3, 2019
Thanks for your kind words @RaspberryDJ !
I bought IgnitionX when it came out because it was supposed to make coding easier so that I could focus on creativity. That's not 100% how it went but that was the idea. One thing made easy by IgnitionX was the multi-playfield display. As you can see in the main game mode the screen is divided in 4 individual playfields each with its own rules and display. There are many useful classes like sprites, buttons and all. What I still don't like much about IgnitionX is that it's kind of an all or nothing thing : if you want to use those classes, you have to set up so-called "engines", "playfields", "layers" and so on. Pyro, meant for Mojo2, and also by Playniax, was more lightweight and more modular but I only used it once.
That's one thing I don't like about some frameworks, you can't have a few trees without the whole forrest. If you do a framework "monolithically" it really needs to do EVERYTHING and be BEST at *everything*. Few things are.

And not a lot of frameworks works together with other frameworks, libraries or basic commands.

I can't see what you mean by flash-like animation?
Maybe I misunderstood the graphics, I think I saw an animation before at some point and it looked like it was done using skeleton animation (vector animation), which Adobe Flash used (now Animate). I was thinking that you loaded models from some 3d or vector fileformat and then did skeleton animation using the framework?

It would be awesome to try to do that kind of animation using only things like tweening and the main graphic instructions of Cereberus-X.
 

Pierrou

Member
Joined
Jul 6, 2017
I think there is used to be something like what you describe for MonkeyX/CerberusX

but here I'm using my own code. I have a class called "Puppet" which contains sprites for arms, legs, head, body and links them using HandleX/HandleY. Just like the rest I wouldn't share it in its current form but it's working anyway.
 
Top Bottom