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This Week on Proto Blast #33
Hi, everyone! :)
Continuing the test on the touch control from the previous week, after doing some searches on GDevelop Forum and tinkering with GDevelop commands, I finally got the right formula for it :) Basically, we need to state that the button only works when a touch is held, and when the said touch is stopped (lifted or moved from the button), the button will be considered unpressed. Err, looks like it would be easier to just show the actual command, so here it is :)

The commands for control button

For the testing purpose, I only activated the effect of movement and shoot buttons. Now that the button mechanism seems a lot better, the next thing to do will be implementing a complete control of the game :)

Now the boss tile looks different

Aside from continuing the design of the second level, I made changes on the "boss tile", the tiles that blocks to the location of the boss enemy of the level. I only changed the design and animation, the mechanism is the same. This tile will be unpassable as long as the requirement to go to the boss area isn't fulfilled (which is: there is no smaller amoeba left).
Previously, I made the tile just the same as regular tiles. However, it might be confusing, so I decided to make the tile more recognizable.
Well, I think that's it for now. Stay tuned for the next recap :)
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