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Listing entries tagged with ProtoBlast. Showing results 81-90 from 159 entries found.
Hi, everyone! Welcome to the 77th weekly recap of Proto Blast development! :)
Okay, maybe I need to learn to do things based on priority XD
This week was kinda busy with me moving to a new place. And~ to add to that, I also worked on another project. So, well, I don't think I have plenty to tell in this entry.

The assets for level's dialogs and opening story are still in the work. Still a lot to do on that.
I encountered a problem when exporting the game. It didn't work as expected when I exported it as plain web files (not Intel XDK/Cocos2d-JS), but it seems to be simply a config problem or something like that, since it works well the second time I export it. And it looks like the XDK and Cocos2d ones won't run normally when opened directly on browser, but I think it is understandable.
Hello, everybody! :)
The work on finalizing Proto Blast continues. I'm still working on the dialog assets and system. There are still many assets that I need to create before it's ready, especially for the opening story. So, I don't think I'll have many to tell on this week's recap. Previously, I considered the opening story to be frame-by frame comic-like style. However, with the new dialog system, I think it is better to tell the story a la visual novel style.

The opening story will take place when the player starts a new game. So, I changed the link in the game's start scene to adjust to it.
Hi, everybody! :)
I continued working on the assets needed for the dialog. And, well, it is still far from complete, but I think I've got enough assets to design the dialog mechanism. So, that's what I did. There were some troubles, though. But with some tinkering, I found what the problem was and made a fix. Or, more like a workaround for now, since it is not really how I expected to work. But form the end-user perspective, I think it seems to be working well enough :)

Testing the Dialog :3 Err.. Don't mind the conversation XD

I actually made the inactive character's sprite dims when other character is talking, but from the screenshots above, the difference is not really visible. So, it looks like adjustment is needed.
Hello, everyone! :)
Welcome to another weekly recap of Proto Blast development, the 74th one! It's sad that I have to say that not much was going on this week, though. Just like the previous week, I had to go to my office on Saturday again. And to make things worse, there were long blackouts on Sunday :/
But, well, the development continues ;)

I continued working on dialog-related stuffs such as backgrounds and sprites. I also concepted a dialog system on GDevelop. Instead of making each dialog its own scene, I planned to have a single scene that will handle all the dialogs. The elements of the dialog that are going to be shown, such as the background, character sprites, character names, or the dialog's sentences themselves, is determined by an ID that is supplied by the dialog's trigger. It seems to be more effective and efficient that way, but it not finished yet and still needs to be tested when enough assets are ready.
Hello and happy holiday, everybody! ^_^
Well, it should be a long weekend, but my Saturday was taken off by having to go to my office. So, I decided to post the weekly update on this Monday. Maybe I'll post the next weekly update on Monday, too. But let's see how the next week turns out.
There's not much to tell for this week, though. So, this will be another quick recap.

I continued working on the conversation backgrounds.
I also worked on character sprites that will be displayed during the dialogs. There's still a lot more to do regarding the dialogs, though.

There is a [...]
Hi, everyone! :)
The development of Proto Blast continues. Well, I don't think I have plenty to tell for this week, though. I did some more tests on the final boss area. I did some adjustments, and also some fixes on several levels since I noticed something didn't work when doing the test. I considered some other adjustments, but I think that's to be decided after a complete play tests to see the balance between the levels. For now, let's just say all the levels are already in place! Yay :3

Now now now, it doesn't mean that everything's done, though. There are still some leftover works from what I initiated some while ago. Proto Blast is not intended to be a game that consists of only a bunch of levels. It has story. And that's exactly what's next in the agenda. Story, and dialogs.
Hello, everyone! :)
I continued working on the final level's boss area. I worked on the game commands and also added some missing elements that I noticed while working on those commands.
I also did some tests, and realized that some GUI elements are missing: the HP and PP indicators O_o
It turned out that it was simply misplaced outside the viewport, though. So, fixing it was easy.

But that was not the only problem I found during the tests. The game commands didn't work as expected. Some sprites that are supposed to appear-by-command on screen is nowhere to be seen, but I can notice that the command is processed. Turned out that it was another simple problem, simply a matter of z-order XD
So, I added the command to set the z-order of the sprite when it appears, and~ found out that there is another problem XD The commands are bing processed multiple times, resulting on plenty of the same object. Adding "Trigger once while true" to the condition fixed it.
Hi, everybody! :)
Well, I was kinda occupied with some other stuffs this week, so I got to admit that this week's progress on Proto Blast development is less than expected. One of the stuff is actually related to programming, though. When I decided that I do Proto Blast with GDevelop, it was because I want to quickly produce something while delving more into programming. In other words shortcut. What I made is something a lot simpler than a game, though. It's an app. Yep, in HTML5 + Javascript. It is still missing a lot of intended functionality, so I think I'll post about it later when it grows enough.
On Proto Blast side, I continued working on the game commands of the final level's boss area.
Hello, everyone! :)
Continuing from the previous week, the work on the final boss area continues. I worked on the game commands, then realized there are missing stuffs. So, I created them, set of sprites. They aren't to be placed directly into the scene editor, though. They are going to be called into the scene by using the game commands.

What's that? O_o Just find out by yourself when the game is done ;)
There's still a lot to work regarding the game commands, so I think that's all for this week's recap. Yep, another quick one, I see.
Okay, stay tuned for the next recap ;)
Hi, everyone! Welcome to another weekly recap of Proto Blast development! This will be a quick one, though :)
Yep, it's time for the final level's boss area! And~ design-wise, even though there's still possibility that I'll make some adjustments based on later play-tests, things are already in place.

What are those white squares?
Well, I'm against spoiling too many things here, so, well, just guess it if you want :p
All I can say about them for now is that they're related to the game mechanism for this area, and that they'll be.. invisible.
With that said, there's still plenty [...]