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Hello, everyone! :)
Here's the 133th weekly recap or Proto Blast development. And, as mentioned on previous week's recap, the entry is posted on Monday instead of Sunday due to long weekend activities. Well, yeah, I've got a trip, and I've got to say that this week's progress is kinda minimal.
The solution for sound volume mechanism problem is still on the look, and after tinkering with it some more, it is still not found yet.

I tried adding the command to modify the sound volume right before every sound on a level is being played (on the same action box), [...]
Hi, everyone! Here's the 132nd weekly recap of Proto Blast development. :)
Well, I'll just say it from the start, though. The progress is kinda minimal this week. I'm in the middle of a commission project, and I also had an almost full-day activity for my study on Sunday.
Just like last week, I continued tinkering on the 8-bit audio assets, and the results aren't satisfying yet. Another tinkering was also done on the volume control problem. I tried to add an offset to the playing sound, but it strangely makes the game freeze on some of the tests, or producing strange sound on other test.
Hello, everybody! :)
Proto Blast development continues, and.. I've got to say that the progress is less than expected this week. So, well, this entry will be a quick recap.
I continued tinkering on the 8-bit music, but the result is still not as good as expected. Regarding the problem mentioned on last week's recap, I'm also still looking for a solution. A search on GDevelop forum didn't provide the result that I want, and the trial-and-error attempts are still stuck on.. well.. error.

That means the WIP/todos lists below are still the same as previous week's.
Here [...]
Hello, everyone! Here's the 130th weekly recap of Proto Blast development :)
Last week, I somehow forgot that there is a problem regarding the sound volume that I mentioned on recap #128. So, I continued tinkering on GDevelop for a solution. The problem seems to be that the sound volume variable only affects the sound when it is set after the sound has started playing. Thus, setting the volume with the condition that a sound on a channel is being played seems to work. However, it is not without a problem. The problem is that there is a delay before the command to set the volume affects the sound that is being played. Thus, it makes the sound plays at default volume (100%) briefly at start, and then at less volume afterwards.
Hi, everybody! :)
The work on Proto Blast development continues. Picking up from what we left previous week, I worked on the Pause and Settings on Pause mechanisms. And they're done :)
Player can now pause the game by hitting Enter/Return on keyboard or tapping the HP/SP indicator on screen. Why Return? Well, actually I intended it to be Escape key. I tried to implement that, but it didn't work, both in Firefox and Chrome. Seems like it's a bug in GDevelop.

I also modified the return button on the Settings page when it is accessed from the pause menu. Normally the button shows "return to title", but when the scene is accessed from pause, it will show "return" instead. The button will also work accordingly. The "return to title" will lead you to title, while "return" will return you back to pause scene. And from the pause scene, you can resume the game or end the game by returning to title.
Hi, everyone! Welcome to the 128th weekly recap of Proto Blas development :)
Continuing the work from the previous week, the volume settings mechanism is done, but not completely working. The buttons for adjusting the music and sound effects (SFX) are now working to control the global variables that are used to define the music and SFX volume. The music now plays according to the set volume, but the SFX volume is unaffected.
I've been tinkering on it, including by assigning all the sounds to a channel so that they are manipulatable, but it is still not working.

I also modified the title page so that it has access to settings page.
Hello, everybody! :)
The work on Proto Blast development continues. Working on the settings page, I realized that some stuffs need to be added, so I made some sprites as controls for the page and added them to the project. The layout is done, including the animation, but I still need to work for the mechanism for volume control.

Well, with that, the lists of to-dos below are still the same to previous week.
Here are the list of assets that need to be done:
  • Music: Story - Normal
  • Music: Story - Intense
And here are the game parts [...]
Hello, everyone! Here's the 126th weekly recap of Proto Blast development. :)
I have decided on how to access the credits page. It will be accessible from the main menu, by clicking on the info button. Aside from that, the help page is now accomodating two of the control method, keyboard and touch.

With those done, at least we're able to cut down some of the WIP from the lists. However, after finishing those parts and doing some tests, I realized that another thing is missing: Settings Page! XD
Of course, we'll need to be able to switch between the available controls, right? [...]
Hi, everybody! :)
The development of Proto Blast continues, and here's the 125th weekly recap. Not much are done this week. Regarding the remaining things to do, I worked on the credits. Although the list is more or less ready, I'm still considering where to put the remaining credits list, but at least the opening credits that shows some logos before entering the game menu is done.


Here are the list of assets that need to be done:
  • Music: Story - Normal
  • Music: Story - Intense
And here are the game parts that need to be done:
  • Help Page
  • Credits
Okay, regarding those lists, here's what I'm actually considering. After some play-tests, I don't think the musics for the opening story is that crucial, though. So, it might be dropped. And for the Help Page, I still need to tinker more with the game deployment to mobile devices. If multitouch is still not fixed in Cordova, I think it is better to simply release the game for desktop first. And then just release the mobile version when the multitouch support for HTML5 games is in a better state. If that's the case, then the help page won't need to be modified.
Hi, everyone! Welcome to the 124th weekly recap of Proto Blast development! :)
Can't say that the progress has been plenty, but at least we made it to a check point this week! Yep. The opening story is done!
Well, that might be pretty much everything, though. I've started to list materials for the Credits page/scene, but it still needs execution.

And so, at least the lists of to-do stuffs below gets smaller compared to the previous week.
Here are the list of assets that need to be done:
  • Music: Story - Normal
  • Music: Story - Intense
And [...]