
Hello, everybody! :)
Continuing the work from the previous week, I worked on the boss mechanism of the fourth level. And finally the flipper works! :D
Explaining the issue isn't that easy, though. It turned out that it is not a matter of "the collision with the second pointer is not working" as I thought before. On one value of the object's (fourth boss') variable, the collision works, but not on another value. Since that value is used to control the state of the sprite (being flipped horizontally or not), I tried to work on the commands by directly altering the state of the sprite itself instead of the variable, but it still behaved the same :(
Here's how I intend it to work:
When the boss is in collision with the flipper:
- if the variable value is 0, change it to 1
- if the variable value is 1, change it to 0
Since those method failed, I used this instead:
When the boss is in collision with the flipper:
- do +1 to the value of the variable
And if the value is > 1, change it to 0
And it works :D
FINALLY!
04 Sep 2016, 23:01 UTC+07
Hello, everyone! Welcome to this week's recap of Proto Blast development :)
I went out of town again this weekend, and didn't have much time to work on the development during it. On weekdays, though, I made some progress on the game commands of the fourth level. I think it only leaves the boss mechanism now, but, well, the problem is there XD
As I mentioned on earlier entry, I added new movement pointers since this level's new enemies requires different mechanism. One of them is for flipping the sprite horizontally when the amoeba is in collision with it. It works well on the regular amoeba. However, strangely, it doesn't work with the boss! O_o
Okay, it somehow works, but somehow not. Err. I set more than one of those flipper, and the first pointer works. However, the collision with the second pointer is not working.
28 Aug 2016, 23:30 UTC+07
Hello, everybody! :)
With the extra holiday, the Independence Day on August 17th, I hoped that this week would be ultra-productive (... or something like that), but, well, looks like what happened was not according to the plan XD
Two power blackouts on the weekend, especially with a long one happened on Saturday, really hinders productivity, I guess :(
I continued working on the game commands, and got a problem. The moving mechanism of the new enemy didn't work as I expected. Looks like I need to revamp it. Well, I guess that's kinda the proper word for it, as I need to make it [...]
21 Aug 2016, 23:59 UTC+07
Hello everyone! :)
I got out-of-town work last week, so, well, I got a more limited time for the development than expected. I did some works on the game commands for the fourth level, but it hasn't been finished yet :(
The background for the level is done though, and the parallax scrolling worked well during the play-tests :)
I also made some sketches for the conversation backgrounds for level 2, 3, and 4. I still need to finish the conversation backgrounds for level 1 and 5, which are currently a Work-In-Progress, though.
Okay, I think that's it for now. Stay tuned for the [...]
14 Aug 2016, 23:30 UTC+07
Hello, everybody! Welcome to another weekly recap of Proto Blast development! :)
I picked up the work left from the previous week, and now the layout for the fourth level's boss area has been set! Well, there will be something different for the boss area of this level, so I can't really show you the full appearance of the boss for now. Just a glimpse there XD
I also did some work on the level background, but it is not done yet. There will be a special mechanism on the boss for this level, so the game command still needs a lot of more works :(
Hopefully it will be done next week. Until [...]
07 Aug 2016, 23:59 UTC+07
Hello, everyone! :)
Okay, this is the 52nd entry of our weekly recap of Proto Blast development. Yep, 52 weeks have already passed. A year, bruh! O_o And it hasn't been finished yet XD
Well, at least the progress is kinda good this week. Continuing the design on the fourth level, it is almost time for the boss area!
Again, considering how the new enemy in this level will move, I needed to add one more movement pointer. With the smaller amoebas ready in their place, it leaves level background and the boss area for the design of this level.
I also revisited some of the other WIPs, [...]
31 Jul 2016, 23:58 UTC+07
Hi, everyone! :)
Well, I don't think I've got much to say regarding the progress of the project development this week. Basically, I just continued the design of the fourth level. In the screenshot below, you can see how the new movement pointers as mentioned in
previous week's recap is placed on the game scene to control the movement of the enemy.
There's also a good news on
GDevelop's side. A new version of GDevelop, 4.0.92.0, is available. And, this time, it finally is available in a Personal Package Archive (PPA) Xenial, so there's no need to compile and install it manually from source like
the last time.
24 Jul 2016, 23:25 UTC+07
Hello, everybody! Welcome to the 50th weekly recap of Proto Blast development :)
Whoa, 50 already? O_o Yes, it is twice of 25 and a half of 100. I know, 50 is plenty, but, well, let's just continue with the recap XD
This week, I continued the design of the fourth level. With a new enemy deployed in this level, I need to add more mechanism. So, besides the need to create the mechanism in GDevelop commands, I also needed to make new movement pointers as well.
Those pointers are used to control the behavior of the said new enemy. Of course, just like the other pointers that are already being used throughout the previous three levels, the control is done by placing them in the level's scene, albeit being invisible to player.
17 Jul 2016, 23:54 UTC+07
Hello, everyone! :)
Whew, this week was a busy one. But.. err.. not regarding the project. Yes, sadly, just like the previous one, this is going to be another quick recap.
As mentioned on the
previous entry, I'm moving to a new office in North Sumatera. I still needed to prepare for that this week, and more importantly, depart to the location. Yep, I'm writing this entry in an entirely new location :)
Aside from that, I was also working on
an artwork. Something that has been a work-in-progress for quite some time. Heck, I started it back in September 2015 XD
10 Jul 2016, 23:26 UTC+07
Hello everybody! :)
This week is kinda busy. There is the
issue with my Ubuntu Phone, and also, I need to pack things up for two reasons. First, Eid holiday is coming :) Of course, it is the
mudik season, so I need to prepare to come to my hometown. Second, right after the holiday ends, I'll start working on a new office, in North Sumatera. Yep, I'd need to prepare for that too, of course. It's in another island, bruh O_o
So, well, this is going to be another quick recap.
I continued [...]
03 Jul 2016, 23:58 UTC+07