upforward
Progress »
Hello, everybody! :)
Okay~ another week with steady pace. I continued working on the opening story dialogs. Hopefully, it will be completed next week. I also fixed a sprite placement in the dialog scene. It's a simple and subtle change that matters.
To add another polish to the dialog, I applied styling to differentiate dialog and narration. By making the text italic when a narrative text is displayed intstead of a dialgo, it should help in preventing confusion when reading the story.

Now that the things that need to be done is fewer, I think it is better to update the to-do lists [...]
Hello, everyone! :)
It's the 118th weekly recap of Proto Blast development, we're still on a steady pace :( And, so, this one's going to be another quick recap.
Picking up from the work last week, I continued working on the dialogs for the opening story. And it still needs more time to complete.

Well, all of those sound familiar, eh? That means that the list of the dones and to-dos below are still the same to previous week.
Here are the done assets:
  • Conversation Background: Level 1
  • Conversation Background: Level 2
  • Conversation [...]
Hi, everyone! :) Here's the 117th weekly recap of Proto Blast development, and a late one. :(
I actually prepared a cup of coffee as a preparation for making the week's recap, but since I was kinda tired, I decided to take a rest before working on it... and overslept without having properly drink it X_x
And even with all that, I don't have many things to tell for this recap, though.

The work on the dialogs for the opening story continues, and it still needs more time to complete. I still haven't got time to work on the remaining audio assets, so the lists below stay the same as previous [...]
Hello, everybody! :)Here's Proto Blast development's 116th weekly recap. Continuing from the previous week, I'm still working on the project for my office, and the time is kinda pressing, so it is sad to say that the development got an even smaller attention this week :(
However, just like any previous week, even under such circumstances, a progress shall be made. I continued working on the dialogs for the opening story. And just like previous week, it is still not done yet.

Naturally, the done and todo lists of the assets below are still the same as previous week.
Here are the done [...]
Hello, everyone! Welcome to the 115th weekly recap of Proto Blast development! :)
I've got a project to do for my office, and even need to go on weekend, so, yeah, it is sad to say that this week, this project kinda got little attention :(
However, a progress shall be made, and it is. I simply continued working on the dialog for the opening story. And I think that's pretty much I can tell for this recap, since it is still not completed yet.

With that said, the lists of done and WIP assets below are still the same as previous week.
Here are the done assets:
  • Conversation [...]
Hi, everybody! :)
I got plenty of activities out of town this week including the weekend, but of course, the development on Proto Blast continues. However, I don't have many stuffs to tell.
I simply continued working on the dialogs. There are still some parts that need to be created, so I need more time to finish them.

Naturally, that means that the done and WIP list below will stay the same as previous week for now.
Here are the done assets:
  • Conversation Background: Level 1
  • Conversation Background: Level 2
  • Conversation Background: [...]
Hi, everyone! :)
The work on Proto Blast development continues. I don't think I have many things to tell for this week's recap, though. I simply worked on the dialogs that will occur throughout the levels.
Regarding the dialog mechanism, I decided that it is better that the Skip button is available on any dialogs, instead of only in the opening story. The decision is made because there is in-level dialog that is relatively long. Although it contains information for that level's gameplay, it may be redundant to read it all the way through when you're replaying the game.

With the focus [...]
Hello, everybody! :)
It is the 112nd weekly recap of Proto Blast development, and finally we got some noticeable progress! The last set of dialog sprite is finally done! When doing the coloring, I realized that I made a mistake regarding Joni's sprite. His trousers should be the same as "Om Mesum"'s (I haven't really decided on his real name or what to call him in English -- pervy guy, maybe?), but instead I made it like Sonya's. And, so, I fixed that too.

And of course, with all the dialog sprites are done, it's time to focus the work on the dialogs themselves! I did some work on that, along with tinkering with some styling that I think can be improved.
Hello, everyone! Here's a nice combo number for the weekly recap of Proto Blast development: 111! :)
Sounds like a milestone, eh? That's pretty nice an all, but it is sad to say that I was kinda lazy (again) on the project this week.
I continued working on the last set of dialog sprite, but it is still not finished yet. But at least the lineart for both planned expressions are done. Aside from that, I also did some more tinkering with the dialog system itself.

I came up with an idea of streamlining the dialog system, but when I tried to implement it, it turned out to be not as good as I imagined.
And so, I don't think it is an exaggeration to say that it is wise to expect no change to the dones and todos lists below :p
Hi, everyone! Welcome to the 110th weekly recap of Proto Blast development :)
The work on visual assets continues. Aside from working on the last dialog sprite set, I also made adjustments to the others. One of them is adjusting the brightness level for inactive sprites. Previously, I set it at -20, but it still seems not that different to the active ones so that it might still provide confusion when running the dialogs. So, I adjusted it to be -30 and that seems better.

I also needed to make fixes for some sprite sets, namely Tukiyem in school uniform and Joni. It turned out that I made them too short (not in term of body proportions, but in deciding their lower parts that I don't need to draw), so I needed to patch their lower parts or else they will look shorter than intended. With that done, they fit nicely with the rest of the other characters' sprites now.
That said, the stuffs listed as WIP is staying WIP for now, though. So, the lists below is still the same as last week.