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Hello, everyone! :)
More fixes landed on the development this week. Regarding the issue mentioned on recap #43, it turned out that the problem is really simple XD I separated the watery area into three parts, a tile of the main one and two sprites of different stages of the top. However, in the game commands, only the main area has been included. So, the issue has been solved simply by adding the other two parts into the commands.
Well, should this kind of issue appears next time, it is a good idea to make sure the correct sprite name is included in the code/command. Checking the sprite properties and comparing it to the command should make it obvious :)
Hi, everybody! :)
Proto Blast development continues. But, err, I have to admit that not much is done this week.
Regarding the mechanism problem as mentioned in the previous entry, I tuned it by decreasing the attack rate of the level's boss. I also did the same to the smaller amoebas with similar attack to give a better balance of the level. I did some play-tests, and I think it is more acceptable now :)

I also found another bug on the player's special attack. It had no explosion effect when colliding with an enemy. It turned out that I named the explosion point wrongly as if it was a regular bullet. And, so, I fixed it.
Hello, everyone! Welcome to the 45th weekly recap of Proto Blast development! :)
As you may expect if you read the previous entry, I continued the work on level 3's background. There is a change, though. Previously, I decided to make the tree trunk as tiled sprite, while the leaves and bushes as sprites, since the tree trunk is to be adjustable in wide and length. However, when I was applying them on the level design, it turned out that a sprite is better for it, especially if we are downsizing the object.

As you can see in the image above, a downsized tiled sprite (left) of tree trunk is showing only a portion of the tile. On the other hand, a downsized sprite show the full sprite, in a smaller size, and that was what I actually expected, hence the change.
Hi, everyone! :)
Continuing the works from the previous week, I did more tests and fixes on the third level. One of them is placing more enemy controllers on spots that are likely for jumping amoebas to get stuck ^_^; It still needs more investigations later, but at least for now it reduces the chance for them to get stuck. I also did a fix on the special attack mechanism. There is an issue that I didn't realize sooner. The spread bullets are not destroyed when they hit an enemy. It doesn't seem to be much problem on the previous two levels, but due to the design of the third level's boss area, this issue became apparent, so I worked on the fix.
Hello, everyone! Welcome to another weekly recap of Proto Blast! :)
Picking the work left from the previous week, I worked on the game system of the third level, including for the parts that needs special mechanism. While and after doing that, of course, I did some play-tests.

Basically, the mechanism is done. However, I found some bugs when doing the play-tests. A watery area doesn't work like the others, and somehow, an amoeba moved to a place it shouldn't be. I don't know whether this is a bug on GDevelop or a problem on the game mechanism.

And... as you can see in the screenshot [...]
Really?
Of course! You got it right :) An earlier weekly recap than usual. The earliest so far :p

As I said in the previous entry, my time for the development for this two weeks is kinda limited. So, here it is, another quick recap :)
The design on the third level continues, and.. it is done up to the boss area! The thing that is still on the to-do list is the scene background. Once it is done, it would be safe to call it done, design-wise. I still need to make the game system for this level since the new enemies and the watery area need different systems.
Hello, everybody! :)
Well, another quick recap, today. I continued the design of the third level. It still needs some more time to complete, but I hope not much. I need to add some more enemies, and it will be ready for the boss area :)

I need to prepare for exams to continue my study for around this two weeks, though. So, well, I'll need to split the time for the development again during that time. However, put your worry aside, expect some progress for the coming week :)
I guess that's all for now. Stay tuned :)
Hello, everyone! ^_^
Two holidays on Thursday and Friday. You know what that means? Of course, a long weekend! With 4 days in total, you'd imagine that you can do plenty of things during it. So do I :)
Sadly, that's not how it turned out :(

I got a cold on Tuesday, and even had to absent from the office on Wednesday due to the somehow-uncommon-headache. Yep, it didn't look like a simple cold. Despite the sniffles had already receding after taking some medicines, the headache somehow remains strong >_<
I planned to spend this long weekend in my hometown, so I went back there with my headache, and got a treatment from a hospital there. And, still, I had to spend most of the day on bed for around 2 days. That means 3 if you add Wednesday.
Clearly not the kind of weekend you would imagine, eh?
Hi, everyone! Welcome to another weekly recap of Proto Blast development :)
As I posted in the previous entry, I spent this week with stuffs about upgrading my machine to SSD and configuring Ubuntu 16.04 LTS Xenial Xerus. Expect more details on later post. For now, err.. I got to say, nothing much was going with the project this week XD

Since it is a fresh install of a new version of Ubuntu, I needed to reconfigure many things, including installing the softwares that I use. And one of them is, of course, GDevelop, that I use to develop Proto Blast. On 14.04 LTS, I installed GDevelop via PPA. However, currently, there is no build available for Xenial yet.