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Hello, everybody! :)
As planned in the previous entry, I worked on the attack pattern of the new enemies in this final level. I was stumbled upon a similar problem to the previous level's boss movement pattern. However, since this enemy-type needs different trigger for its pattern, I can't simply used the previous boss' commands set. Since it's rather complex, I decided to separate the commands into several parts to finally make it work. I also did the cleansing of the unused commands that was brought over from the previous level.

With that done, of course, it's time for play-tests. I did the tests and fixes, and, it turned out that this level is noticeably harder than the previous ones XD
Oh, well, you should expect that for a final level, eh? ;)
I may still tune some things to make it more balanced, but I'll need more play-tests to decide it.
Hello, everyone! :)
The work on the final level's design continues, and~ it finally is approaching the boss area! Based on my play-tests, it seems that I still need to apply some changes for fixes, but at least, for now, the pieces are already there :)

What's with that "XXXX"? As mentioned on recap #43, I wanted a special boss scene which is placed on a new scene, and it will be this level's :)
So, well, those blocks with "X" is simply a mark to change scene to the boss area when the player is in collison with it.

I also still need to work on the commands [...]
Hi, everybody! Welcome to another weekly recap of Proto Blast development! :)
I continued working on the design of the final level. Still a lot of work to finsih it, but, since it is almost the last day of this year's Inktober, I hope I can go full force next week. I also did some tests on how this level works, especially to see how the jumping amoebas will perform around the stalagmites. But I think it works well :)

I also worked on the commands for the new enemies movement. It still doesn't work as expected, so I [...]
Hi, everyone! :)
I don't really like the sound of making it an excuse ( XD ), but I'm still kinda occupied with Inktober, so, well, this will be another quick recap. The work on designing the fifth level continues. I also did some fixes to hide the supposedly hidden sprite on the scene and correcting enemy's bullet behavior.

About the hurt-state sprite issue, I applied and tested the proposed solution as mentioned on the previous entry. And, it now works nicely! :)
I'm considering whether [...]
Hello, everybody! :)
Okay, another quick recap, today. I continued the work on designing the fifth level. Well, there are still plenty of things to do to complete it, though.

Regarding the problem with player sprite not responding correctly to the damage inflicted by the stalactites and stalagmites, I did some investigations and tests. However, the result is still the same. I got an idea of another way to implement the hurt-sprite-change method.
Basically, the current implementation is kinda like this:
  • on collision:
    • decrease player HP
    • change [...]
Hi, everybody! :)
Well, I was kinda occupied with Inktober and some other things this week, but of course, Proto Blast development continues. Well, some advancements were made on the fifth level's design. And regarding the stalactites and stalagmites mechanism, since the previous command didn't work as expected, I decided to manually add the "pain point" on the game scene. To make it easier, I changed the size of the sprite and make two of them (one for stalactites and one for stalagmites) so that they easily adjust to the grid.
Hello, Everyone! :)
Okay, gotta admit that this week's progress is not as much as I expected. I continued the design on the fifth level, and tinker on stalactites and stalagmites mechanism. Instead of checking a collision between a sprite and image point, I decided to spawn a hidden sprite on the stalactite/stalagmite tip that will be used to determine the collision. Here's the concept: the cave's stalactites and stalagmites are sharp, you'll get hurt if you hit against their tips.

I applied it to the game's scene and commands editor. There are 2 type of stalagmites, and I did the tests on both of them. However, strangely, the hidden sprites seem to only appear on one of each stalagmite type.
It does inflict damage on collision. However, as shown on the screenshot above, the player sprite doesn't always respond accordingly.
Hi, everyone! Here's the 60th weekly recap of Proto Blast development :)
The work from the previous week continues. This level's scene is in a cave, remember? So, it is natural that you'd expect a bunch of stalactites and stalagmites there, eh? :)
And that's part of what I worked on this week, stalactite and stalagmite mechanism. Their role as platform objects seems to be doing fine on the tests I did. But that's not their only role. I planned to use image points to make its mechanism, but it seems like GDevelop doesn't support collision of a sprite against image point. I only found 2 types of collision in GDevelop: pixel perfect and by collision masks. So, I still need to work on it later.
Hello, everybody! :)
As stated in the previous entry, it's now time to work on the fifth level! This will be the final level of the game. It takes place in a cave where the alien amoeba resides. So, it will be dark. You'd better be careful ;)

I worked on the level tiles and also made the background. I separate the background into two tiles, which is placed in two different layers to make a parallax scrolling effect.

And, well, it will still take more time to complete the design of this level. I also planned to add another different mechanism in this level. [...]
Eid Mubarak! Hello, everyone! Happy Eid al-Adha for us who celebrate :)
The development of Proto Blast continues, and at a long last, the design and mechanism of the fourth level is done! :)
I decided to simplify the movement of this level's boss, so that it works more consistently even when its special move is active. However, to compensate for that, I added another special move for it. So, this boss will have more than one pattern of attack.

With that done, I did more thorough play-tests on the level, and it turned out to be more challenging than I expected. Let me give you a spoiler (err.. or just an advice XD ), you'd do better if you manage your energy (PP) usage well till the very end ;)