Hi, everybody! :)
Well, I was kinda occupied with
Inktober and some other things this week, but of course, Proto Blast development continues. Well, some advancements were made on the fifth level's design. And regarding the
stalactites and stalagmites mechanism, since the previous command didn't work as expected, I decided to manually add the "pain point" on the game scene. To make it easier, I changed the size of the sprite and make two of them (one for stalactites and one for stalagmites) so that they easily adjust to the grid.

09 Oct 2016, 22:28 UTC+07
Hello, Everyone! :)
Okay, gotta admit that this week's progress is not as much as I expected. I continued the design on the fifth level, and tinker on stalactites and stalagmites mechanism. Instead of checking a collision between a sprite and image point, I decided to spawn a hidden sprite on the stalactite/stalagmite tip that will be used to determine the collision. Here's the concept: the cave's stalactites and stalagmites are sharp, you'll get hurt if you hit against their tips.
I applied it to the game's scene and commands editor. There are 2 type of stalagmites, and I did the tests on both of them. However, strangely, the hidden sprites seem to only appear on one of each stalagmite type.
It does inflict damage on collision. However, as shown on the screenshot above, the player sprite doesn't always respond accordingly.

02 Oct 2016, 23:58 UTC+07
Hi, everyone! Here's the 60th weekly recap of Proto Blast development :)
The work from the previous week continues. This level's scene is in a cave, remember? So, it is natural that you'd expect a bunch of stalactites and stalagmites there, eh? :)
And that's part of what I worked on this week, stalactite and stalagmite mechanism. Their role as platform objects seems to be doing fine on the tests I did. But that's not their only role. I planned to use image points to make its mechanism, but it seems like GDevelop doesn't support collision of a sprite against image point. I only found 2 types of collision in GDevelop: pixel perfect and by collision masks. So, I still need to work on it later.

25 Sep 2016, 23:28 UTC+07
Hello, everybody! :)
As stated in the
previous entry, it's now time to work on the fifth level! This will be the final level of the game. It takes place in a cave where the alien amoeba resides. So, it will be dark. You'd better be careful ;)
I worked on the level tiles and also made the background. I separate the background into two tiles, which is placed in two different layers to make a parallax scrolling effect.
And, well, it will still take more time to complete the design of this level. I also planned to add another different mechanism in this level. [...]

18 Sep 2016, 23:55 UTC+07
Eid Mubarak! Hello, everyone! Happy Eid al-Adha for us who celebrate :)
The development of Proto Blast continues, and at a long last, the design and mechanism of the fourth level is done! :)
I decided to simplify the movement of this level's boss, so that it works more consistently even when its special move is active. However, to compensate for that, I added another special move for it. So, this boss will have more than one pattern of attack.
With that done, I did more thorough play-tests on the level, and it turned out to be more challenging than I expected. Let me give you a spoiler (err.. or just an advice XD ), you'd do better if you manage your energy (PP) usage well till the very end ;)

11 Sep 2016, 22:08 UTC+07

Hello, everybody! :)
Continuing the work from the previous week, I worked on the boss mechanism of the fourth level. And finally the flipper works! :D
Explaining the issue isn't that easy, though. It turned out that it is not a matter of "the collision with the second pointer is not working" as I thought before. On one value of the object's (fourth boss') variable, the collision works, but not on another value. Since that value is used to control the state of the sprite (being flipped horizontally or not), I tried to work on the commands by directly altering the state of the sprite itself instead of the variable, but it still behaved the same :(
Here's how I intend it to work:
When the boss is in collision with the flipper:
- if the variable value is 0, change it to 1
- if the variable value is 1, change it to 0
Since those method failed, I used this instead:
When the boss is in collision with the flipper:
- do +1 to the value of the variable
And if the value is > 1, change it to 0
And it works :D
FINALLY!

04 Sep 2016, 23:01 UTC+07
Hello, everyone! Welcome to this week's recap of Proto Blast development :)
I went out of town again this weekend, and didn't have much time to work on the development during it. On weekdays, though, I made some progress on the game commands of the fourth level. I think it only leaves the boss mechanism now, but, well, the problem is there XD
As I mentioned on earlier entry, I added new movement pointers since this level's new enemies requires different mechanism. One of them is for flipping the sprite horizontally when the amoeba is in collision with it. It works well on the regular amoeba. However, strangely, it doesn't work with the boss! O_o
Okay, it somehow works, but somehow not. Err. I set more than one of those flipper, and the first pointer works. However, the collision with the second pointer is not working.

28 Aug 2016, 23:30 UTC+07
Hello, everybody! :)
With the extra holiday, the Independence Day on August 17th, I hoped that this week would be ultra-productive (... or something like that), but, well, looks like what happened was not according to the plan XD
Two power blackouts on the weekend, especially with a long one happened on Saturday, really hinders productivity, I guess :(
I continued working on the game commands, and got a problem. The moving mechanism of the new enemy didn't work as I expected. Looks like I need to revamp it. Well, I guess that's kinda the proper word for it, as I need to make it [...]

21 Aug 2016, 23:59 UTC+07
Hello everyone! :)
I got out-of-town work last week, so, well, I got a more limited time for the development than expected. I did some works on the game commands for the fourth level, but it hasn't been finished yet :(
The background for the level is done though, and the parallax scrolling worked well during the play-tests :)
I also made some sketches for the conversation backgrounds for level 2, 3, and 4. I still need to finish the conversation backgrounds for level 1 and 5, which are currently a Work-In-Progress, though.
Okay, I think that's it for now. Stay tuned for the [...]

14 Aug 2016, 23:30 UTC+07
Hello, everybody! Welcome to another weekly recap of Proto Blast development! :)
I picked up the work left from the previous week, and now the layout for the fourth level's boss area has been set! Well, there will be something different for the boss area of this level, so I can't really show you the full appearance of the boss for now. Just a glimpse there XD
I also did some work on the level background, but it is not done yet. There will be a special mechanism on the boss for this level, so the game command still needs a lot of more works :(
Hopefully it will be done next week. Until [...]

07 Aug 2016, 23:59 UTC+07