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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 :)
Hi, everyone! :)
Here's another weekly recap of Proto Blast development. I worked on cleaning the code from temporary codes, applying some changes, and did some tests. As mentioned on recap #51, GDevelop now allows for exporting the game with Cocos2d-JS. And I think it's a good time to try it. I tinkered with it by following GDevelop and Cocos2d-x documentations, but haven't found a way to use Android Studio to compile the game, since the docs still refer to the now replaced Android SDK. I still have Android SDK in my computer, so I chose to try using it. However, it still asked for more dependency (Android NDK), so I needed to get it first. Well, let's see how it turned out next week, though :)
Hello, everyone! :)
The development of Proto Blast continues. This week, I continued working on the story/conversation assets. Aside from the visual assets, I also worked on the audio. I created the music for level clear. It is done and I already exported it and even tested it on the game. With the addition of the level clear music, I needed to adjust some game commands. I did some tests, but I'm still not really satisfied yet on how the music sounds. Maybe some adjustments could make it better.

Well, that means no new finished assets yet, though. So, the dones list below are still pretty much the same. However, after doing more tinkerings and play-tests, I think more stuff need to be added, so, well, the todos is getting even longer than before :p
Hello, everybody! :)
Another steady progress of Proto Blast development this week. I've got to go to the capital for an event this Monday, so, I couldn't go FULL FORCE on the development this weekend. In fact, I'm posting this entry in the airport, hence the earlier entry XD
I continued working on some backgrounds, but they're still staying as work-in-progress for now, so there isn't much change in the dones-and-todos list below.

I also worked on more sound effect. And the hurt SFX is done :3
I found an interesting tool called BFXR, kinda nice, but I didn't get the sound that I want. So, i worked on it with LMMS instead, just like how I made some of the SFX before.
Hi, everybody! :)
As I mentioned in the 58th weekly recap *) of Proto Blast development, I wanted to add some kind of enemy counter to the game's GUI. And~ consider it done ;)
What's more, it also doubles as an enemies sensor. Yep. That's also something I planned to refine the gaming experience. There is a chance that you've reached the boss area, but the boss tile won't open just yet. That means there is (are) still amoeba(s) left out there! It would be hard to go back all the way to the starting area of the level to simply track down 1 or 2 amoebas we missed. That's when the counter and sensor become great helps. With the counter, you'll see how many enemies left to unlock the boss area. When there is (are) amoeba(s) in the sensor radius, the sensor blinks, so you know where to start looking if you missed any amoeba ;)
Hello, everyone! :)
It was another steady progress of Proto Blast development this week. I did some play-tests on the game, especially to see how the fix I applied previous week affects the game. Since it actually fixes a rare occurence, I didn't really get a thorough results. But the levels are working nicely.

Aside from that, I continued working on the story assets. And, well, at least some stuffs are done this week :)

Here are the done assets:
  • Conversation Background: Level 1
  • Conversation Background: Level 4
  • Conversation Background: [...]
Hi, everyone! :)
Proto Blast development still continues at a kinda steady pace this week. Regarding the problem with enemy that gone missing as mentioned on recap #79, I worked on the fix. In addition to fixing the movement pattern as I did several weeks ago, I add another layer of protection: a barrier. So, if the said enemy goes too far that it would be unreachable by player, it would touch the barrier and... get destroyed. Well, might not be the nicest solution gameplay-wise, but I'd say nice enough.
I haven't done thorough tests across all the levels, but it should be working fine.