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Hi, everyone! :)
Well~ Kinda another lazy week here in the Proto Blast development. Yeah, that reminds me that I haven't even posted about the other project I currently working on. Okay, so, this is going to be another quick recap.
I continued working on the visual assets, namely the dialog sprites. Those are still in the state of work-in-progress, so the list below is still the same as previous week.

Aside form that, now, with the dialog backgrounds are done, I can start working on the dialogs with the characters that the conversation sprites are done. And, that's what I did. I fixed the mechanism of previously existing dialog and also added a new one. They work well during the test, so~ it's only a matter of finishing those remaining assets now :)
Hello, everybody! Welcome to the 97th weekly recap of Proto Blast development! :)
This week's recap will be a quick one. The work on some of the visual assets continues. I continued working on the remaining dialog sprites, and also managed to finish the last background needed for the story: level 3's conversation background! :3
That means the story backgrounds are now complete.

Here are the done assets:
  • Conversation Background: Level 1
  • Conversation Background: Level 2
  • Conversation Background: Level 3
  • Conversation Background: [...]
Hello, everyone!
Okay~ I've got to admit that I was kinda lazy on this project this week. Only this week? Rly? :/ Well, I didn't say only, did I? :p
I was also working on another project, mostly currently regarding its character designs and story concept. I'll post about that later on.
So! What's going on with Proto Blast this week? It's still the steady continuation of some visual assets. And~ they're still in WIP by the time I post this entry, so, the list below is still the same as the previous week.

Here are the done assets:
  • Conversation [...]
Hi, everybody! Here's another weekly recap of Proto Blast development :)
I continued working on the visual assets, which are dialog sprites and background, and tinkered with touch control mechanism. It has been long since I started this project, and it looked like with updates made on GDevelop, the project templates are updated too. I just realized that the HTML5 platformer template actually now includes touch control. And~ it seems to be a good hint at what I need for this project :)
I did some modifications on the game's touch commands, exported the game, and built it via Intel XDK and Phonegap Build. But~ this is the kind of result that I got when tried to run it :/
Hello, everybody! Welcome to this week's recap of Proto Blast development :)
Okay, this is going to be another quick recap, or at least rather quick :p
I continued working on the story's visual assets (backgrounds, sprites). With the background for park done, it leaves only one more background to finish! I hope the rest of the assets will be done quickly so that the game can be published soon.

Here are the done assets:
  • Conversation Background: Level 1
  • Conversation Background: Level 2
  • Conversation Background: Level 4
  • Conversation Background: Level 5
  • Story Background: Park
  • Story Background: Headquarters
  • Conversation Sprite: amoeba
  • Conversation Sprite: Sonya
  • Conversation Sprite: Mac Jegagik's Assistant
  • Conversation Sprite: Tukiyo
  • Sound Effect: Hurt
  • Music: Failed
  • Music: Level Clear
And here are the to-dos/WIPs:
  • Conversation Background: Level 3
  • Conversation Sprite: Tukiyem (shool uniform)
  • Conversation Sprite: Joni
  • Conversation Sprite: "Om Mesum"
  • Music: Main Theme

And~ regarding the touch controls, I tried to investigate the examples in GDevelop. But, I didn't find the help/hint that I wanted. I need something specific: how a touch-based platformer controller, or maybe we can say virtual joystick, works. Some googling and Youtube search didn't help either. Then, I decided to search on GDevelop Forum, and looks like this thread has the clue that I want.
Of course, applying what I got there and test how it works is the next thing to do.
Hi, everyone! Welcome to another weekly recap of Proto Blast development! :)
As I mentioned in the previous entry, I was on annual leave this week. And~ more stuffs are done. I continued working on the visual assets (backgrounds, dialog sprites), and at least the sprites for Mac Jegagik's Assistant and Tukiyo, our main character's little brother, are done :)
Aside from that, I also revisited the Intel XDK, the app that's supposedly used to package GDevelop projects into Android apps. I exported the game to use in Intel XDK, and tried to build the Android package of it. As I mentioned in recap #34, the multitouch plugin was deemed out of date due to Cordova update. And so, with the multitouch plugin enabled, the XDK failed to build the game. Building the game using Phonegap Build won't do miracle either, as it also failed to build when the plugin is on and won't allow us to use older, compatible Cordova version too.
Hello, everyone! :)
Okay~ the progress for Proto Blast development this week is still a steady one like previous week. However, I'll be on annual leave next week, so, well, even though I will also do some other stuffs, I think you can expect something more than what I did lately :3

I simply continued working on the visual assets. But, well, on both the backgrounds and conversation sprite, the stuffs I worked on are not finished yet, so the list below is still the same as previous week.

Here are the done assets:
  • Conversation Background: Level [...]
Hello, everybody! Here's this week's recap for Proto Blast development :)
It is another long weekend, but this week's recap is still a quick one like the previous week. I simply continued working on the visual assets. And, well, at least more done stuff is here :)

With Level 2's one done, it leaves one background for the in-level conversation.

Here are the done assets:
  • Conversation Background: Level 1
  • Conversation Background: Level 2
  • Conversation Background: Level 4
  • Conversation Background: Level 5
  • Story Background: [...]
Hello, everyone! Welcome to the 90th weekly recap of Proto Blast development. It is a long weekend (with tomorrow is a holiday), but I got a task to be invigilator for entrance exam of my former college today, so, well, this will be another quick recap.
Regarding the problem with the Cocos2d-JS export mentioned last week, I checked the exported codes to compare the files for Cocos2d-JS version and the regular version, but it didn't do much help. And, then, I simply worked on the visual assets.

Yeah, at least the dialog sprite for Sonya is finished :3 Still a lot of stuffs to be done, though.
Hi, everybody! :)
It was a long weekend, and I spent it in my hometown. I went back on Sunday night, but the plane was delayed, hence the late recap.
Continuing the attempt to run the game with Cocos2d-JS from previous week, I finally got the environment regarding Android's SDK and NDK set up. I succesfully exported the game to be used in Cocos2d and then built the game's APK. However, when I tried to run it in my Android device, all I get is a black screen :/

Looks like more stuffs need to be done to make it runs with Cocos2d.
I also continued working on the assets. And with some tinkering, I'd consider the Level Clear music done :)