At long last, Frogatto 1.1 is out! It’s available for Mac and Windows, Linux (just source for now, but you can help provide something better), and OpenPandora on the download page. It has also been submitted to the iOS App Store and Mac App Store for review.
In this release we’ve added arcade mode, made art improvements for the forest, basement, dungeon, and other areas, improved the look of the “darkness” feature, added more forest enemies, added translation support (with 4 completed translations; French, Brazilian Portuguese, Chinese, and Japanese), added achievements, and fixed a bunch of bugs. As well, on iOS, we redid the controls, added iPad support, integrated OpenFeint, and made multitasking work.
EDIT: It is now on the iOS App Store, and Mac App Store. And for those requesting fullscreen support, in the Mac App Store version, it’s there in the File menu now (in any other version you can press ctrl+f).
You say four but I see five.
Brazilian Portuguese is one language. Also, if you’re interested, you can see all our translations stats (and help translate) here:
Thanks for this release. I love this game. =)
Thank you for this new release with translations. My niece can now play it herself w/o asking for translations now and then. 🙂
Couple of questions: on Windows I had to set LANG variable, otherwise it would start in English. Is this the only way or I missed some command line parameter? It may be convenient to change language from inside the game, or use the current Control Panel->Regional and Language settings.
There is also “Failed loading mikmod.dll:” at the end of the stderr.txt file,but the game seems to run fine and music and sound effects are played ok.
In the tutorial level, the following text of the question mark on the rock where one practice sticky jumps “cela s’applique aussi aux signes d’interrogation” does not fit in the text box on the bottom (I hope it is clear enough).
The last one is from my niece: “Why does Frogatto have mouth/teeth on the back of his head?” (it is when he walk through the doors).
Glad they’re being enjoyed – thanks to our translators (in this case arikel)!
On Windows, that is currently the only way, but I would like to figure out how to do auto-selection based on the system language, and/or have an in-game menu for it.
Thanks for that report of text not fitting; I’ll alert arikel to it.
As for Frogatto’s anatomy… it doesn’t make a whole lot of sense, but the top half of Frogatto’s head isn’t really attached to the rest of his body – you can see this when he sticks out his tongue. Hopefully this revelation doesn’t give her nightmares!
Thank you for your reply, Ben.
> would like to figure out how to do auto-selection based on the system language, and/or have an in-game menu for it.
Thank you for considering this. It will facilitate program usability, IMHO.
> Hopefully this revelation doesn’t give her nightmares!
Nah, I don’t think so. She used to watch some guys with a TV set in the belly, so a detachable head should be ok. 8)
And a BIG thank you to arikel for the translation.
I did already do auto-selection on Mac, and iOS, and I guess on Linux LANG is already set. But hopefully I’ll figure it out for on Windows for the next release!
I’m told arikel was actually one of 3 French translators. I think the other two are pH5 (who also added translation support in the first place), and manu. So, thanks to them all!
> actually 3 French translators. pH5, manu, arikel So, thanks to them all!
Fair enough: BIG thank to all three!
and to all of the developers for making the game of course.
Some more observations:
I gave a gamepad to the niece to play, as there is less buttons (and safer for the main keyboard too :)), but we still need to press a key on the keyboard to scroll during conversations or to confirm the save game. Have I missed something in the configuration? The gamepad buttons do not seem to be assignable from the game configuration menu, but it seems to function properly otherwise.
There is another not fitting sentence: “ne vois simplement pas ce que je pourrais faire” during the conversation with the bird after beating the plane on the bridge.
Came across some more non fitting strings:
In Chopple’s shop: “Voulez-vous acheter crachats plus puissants?” Other items are fine.
Right after, during conversation with the bird, there are several non fitting lines (sorry, couldn’t write them down this time) and a typo: “choise” -> “chose”
All this using the default 800×600 resolution.
Also, sometimes dialogue boxes disappear a bit fast even for an adult to read, like the one right outside Froggles house, when he says he will go to Nene’s, as the French text is ~30% longueur. May be the delay can be modulated depending on the numbers of characters displayed in the box?
With the game pad, I remember people reporting dialogs being scrolled through instantly because the gamepad would have ridiculous repeat or something. But what you’re saying sounds a bit different…
Thanks for the non-fitting reports! The translations do need more testing. And that’s a good idea for the delay thing, maybe we’ll do that.
> With the game pad, I remember people reporting dialogs being scrolled through instantly because the gamepad would have ridiculous repeat or something. But what you’re saying sounds a bit different…
Indeed. I cannot advance the dialogue boxes at all with any button, except that the button 1 (as reported in Windows Control Panel) or A (as written on gamepad) would skip the dialogue altogether, as the Esc would do on the keyboard. I think it is a good feature to keep, but be able to scroll dialogues and select responses with some other button would be nice too. Also, button 1/A only works for skipping dialogues, it does not bring the game menu in other circumstances, as the Esc do.
Speaking of menu, it seems to be only operational using mouse, not keyboard, nor gamepad. May be adding this capability at some later time can be considered.
“added more forest enemies”
I see squirrels, are there more than just those? If not, that’s fine. I’m just curious…
Unfortunately I don’t have a game pad, so I can’t test anything, and therefore can’t really do anything… Hopefully someone else will though. Keyboard access for the menu would be good, not sure how hard it would be; might not be too hard.
I… think it is just the squirrels. But to be fair, there’s 2 colors of squirrels!
“I… think it is just the squirrels. But to be fair, there’s 2 colors of squirrels!”
Ah, true. I forgot about the red squirrels. That makes sense then, thanks!
I just finished the game (I mean, only story mode for now). It was GREAT !
I do have a question though : is there any way to get a list of the locked and unlocked achievements ?
Glad you enjoyed it! There isn’t currently a nice way to do that (except on iOS). If you’re willing to open up some text files, you can look at the achievements line in preferences.cfg (on Windows it’s in the Frogatto folder, on Mac it’s in ~/LibrariesApplication Support/Frogatto/) to see what you’ve gotten, and look at data/achievements.cfg to see what there are (on Windows it’s in the Frogatto folder, on Mac it’s in Frogatto.app/Contents/Resources/). We do plan on making an interface for it, but we didn’t want it to delay this release any longer.
(I’m actually using Linux, but I figured it out. If anyone else is wondering, achievements already obtained are in ~/.frogatto/preferences.cfg and available achievements, in the ArchLinux package (might be different on other distribution), is in /opt/frogatto/data/achievements.cfg).
Some achievements descriptions are just teasing me on how I can get them :⋅D.
About Gold Hoarder, I was actually wondering how many gold there is in total on the game. I got 70 more than what is needed to get all the items from the shop.
I’m also surprised I didn’t get the frogourmet achievement, I wonder which kind of enemy I didn’t eat.
You may want to try those enemies Frogatto would be obviously unable to eat…
On total coins, there’s OVER ONE THOUSAND!!!. But you can’t spend any to get that achievement.
Frogatto need a pinball game. =P