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.

18 Dec 2016, 23:47 UTC+07
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.

11 Dec 2016, 23:59 UTC+07
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.

04 Dec 2016, 23:14 UTC+07
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 ;)

27 Nov 2016, 23:58 UTC+07
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 [...]

20 Nov 2016, 23:54 UTC+07
Hello, everybody! :)
As planned in the
previous entry, I worked on the attack pattern of the new enemies in this final level. I was stumbled upon a similar problem to the previous level's boss movement pattern. However, since this enemy-type needs different trigger for its pattern, I can't simply used the previous boss' commands set. Since it's rather complex, I decided to separate the commands into several parts to finally make it work. I also did the cleansing of the unused commands that was brought over from the previous level.
With that done, of course, it's time for play-tests. I did the tests and fixes, and, it turned out that this level is noticeably harder than the previous ones XD
Oh, well, you should expect that for a final level, eh? ;)
I may still tune some things to make it more balanced, but I'll need more play-tests to decide it.

13 Nov 2016, 23:59 UTC+07
Hello, everyone! :)
The work on the final level's design continues, and~ it finally is approaching the boss area! Based on my play-tests, it seems that I still need to apply some changes for fixes, but at least, for now, the pieces are already there :)
What's with that "XXXX"? As mentioned on
recap #43, I wanted a special boss scene which is placed on a new scene, and it will be this level's :)
So, well, those blocks with "X" is simply a mark to change scene to the boss area when the player is in collison with it.
I also still need to work on the commands [...]

06 Nov 2016, 23:31 UTC+07
Hi, everybody! Welcome to another weekly recap of Proto Blast development! :)
I continued working on the design of the final level. Still a lot of work to finsih it, but, since it is almost the last day of this year's
Inktober, I hope I can go full force next week. I also did some tests on how this level works, especially to see how the jumping amoebas will perform around the stalagmites. But I think it works well :)
I also worked on the commands for the new enemies movement. It still doesn't work as expected, so I [...]

30 Oct 2016, 23:58 UTC+07
Hi, everyone! :)
I don't really like the sound of making it an excuse ( XD ), but I'm still kinda occupied with
Inktober, so, well, this will be another quick recap. The work on designing the fifth level continues. I also did some fixes to hide the supposedly hidden sprite on the scene and correcting enemy's bullet behavior.
About the hurt-state sprite issue, I applied and tested the proposed solution as mentioned on the
previous entry. And, it now works nicely! :)
I'm considering whether [...]

23 Oct 2016, 22:27 UTC+07
Hello, everybody! :)
Okay, another quick recap, today. I continued the work on designing the fifth level. Well, there are still plenty of things to do to complete it, though.
Regarding
the problem with player sprite not responding correctly to the damage inflicted by the stalactites and stalagmites, I did some investigations and tests. However, the result is still the same. I got an idea of another way to implement the hurt-sprite-change method.
Basically, the current implementation is kinda like this:
- on collision:
- decrease player HP
- change [...]

16 Oct 2016, 23:59 UTC+07