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Dang ^_^;
I will start working in a new office starting from next weekday, and well.. moving to a new office turned out to be busier than I anticipated.

Okay, the enemy sprites is not finished yet :(
In term of the normal state of the enemy, only the final boss left. Yep, the alien amoeba. However, I still also need to make special effects for one of the other stage boss.

That means moving the target of finishing the enemy sprites to the next weekdays. So, well, stay tuned :)
Hello. An earlier recap again for this week :)
For family reason, I came to my hometown again around this weekend. And to be honest, not much is going on with the project this week. So, this will be another quick recap.

The work on creating the sprites for the enemies continues, and I hope it will be finished during the next weekdays, so that on the weekend I can start working on the scenery tiles.
Stay tuned :)
Due to changes in Android development ecosystem, I have to do some tinkering with Apache Cordova this week. Yeah, actually the switch to Android Studio from Eclipse has been started quite a while ago, but I just recently did it since I haven't been doing Android-specific development for a while. Not only the IDE (Integrated Development Environment) was replaced, developing with Cordova has got some changes too. So, basically, I needed to resetup things.
And, well, here's a quick recap on Proto Blast for the week.
As planned before, I started to create the sprites for the enemies.
Hi.
I currently am in my hometown this weekend, and will be on my way to the capital again tonight. So, here comes the recap, earlier than usual :)

I plan to make the game to be at least having 5 levels.
Err.. I'm not sure whether disclosing something like this is a good plan or not since it might be a spoiler to the game, but.. well.. by the time I post this entry, I found no better way to make a recap about this. So, let's just do it this time and take a lesson if it does have any impacts :)
It will be something like this:
  • Level 1: The building where the alien amoeba landed
  • Level 2: The city
  • Level 3: Road to where the alien amoeba lies
  • Level 4: The forest which the alien amoeba lies somewhere inside
  • Level 5: A cave where the alien amoeba lies controlling amoeba clumps
I plan for a specific boss for each of the levels, placing the alien amoeba as the final boss (level 5). Well, duh. Kinda obvious XD
Whiw, passed the midnight. A late one :(
Okay, finally, the first artwork for Proto Blast is finished :) You can click the image to go to the deviantART page for the full resolution.

Click the image for "Proto Blast" in deviantART

And so, I also made adjustment to the game page, adding a section to display the artwork and future artworks.
Happy Independence Day! :)

Okay, dang. This turned to be an even slower week than before. Even though I got a vacation on the weekend, I still have a full day that is today to finish the artwork for the game, but I haven't finished it yet :(

Yep, I haven't even finished the shading. That's even more minimal than before.
But well, that's what's happened. Looks like busier weekdays are coming.
Stay tuned.
Hi.
As stated in the previous entry, I planned to publish weekly updates on what's going on during the week with this project.
I gotta admit, though, not much happened during this week. I started creating artwork for the game, but as of now, it is still work in progress (WIP).

Only that?
I did some tinkering on the upforward Games web page along with the main website and apps section, though. However, since it is kinda under-the-hood things, not all the changes are noticeable.

Whoa. That's very minimal.
Indeed. But it will do no good to hide and skip this week recap when I have already said I will do a weekly updates.
Yay! Gotta take action.
I want to make game. Yes, HTML5 :) For quite a while, I was struggling to decide how I will do it and which tool I'll use to help myself in the process.

A Brief Story


Since my original intention was actually to learn HTML5 game programming, Tululoo Game Maker picked my interest. It seems to be a helpful tool with assets (sprite, sounds, etc.) and scene editor, while still letting us work with real javascript code. However, the lack of documentation pushed me to look for alternatives.
From the previous entry, you might notice about MECH. In this entry, I want to share about it.
Let's get a bit nostalgic ( :P ) by revisiting my first entry on upforward.

That was something to solve. I tried to build my spirit and productivity, realized how much delayed my aims are. I got a project stuck at the sketch of chapter 8 from 9 chapters, since a while before graduation!That's bad and I need to fix it.

And MECH, is the very project I was talking about.

What. Is. MECH?

MECH is a comic project I started back in around the 5th semester in college. It may be called a sci-fi comic, but I guess it is more of an action one.
Yay, here is an update on multiConvert for Ubuntu! :3 Here it is in its current state:

In accordance to Ubuntu Touch design guidelines, the Ubuntu version has a bottom toolbar for navigation. The toolbar is supposed to be swipable and hidden by default, but it is currently always visible, as reported in a bug report. So, if you take a look at the source code, you'll see that I add bottom padding to make sure it is not blocking the content in a lower-resolution devices. If the swipable toolbar is implemented, it should be removed, though :)