upforward
All Entries »
Hello, everybody! Welcome to another weekly recap of Proto Blast :)
I continued the work on the second level... and bumped to another problem XD

I planned to add another variant of enemies in this level. This enemy type will have a different mechanism to the amoebas found on the first level. Should I tell you? Err, it could be a spoiler, but well.. I want to add a jumping amoeba in this level. I planned this from the early time I designed the game, but just bumped to the issue when I tried to implement it. Just how will I do that? XD

Fortunately, a quick search on GDevelop forum leads me to a good tutorial :)
Hello, everyone! :)
I got a leftover project from last year that I want to finish soon, so, yeah, I have to split the time again this week.
Continuing the work from the previous week, I made more tiles for the second level.

Yep, I also started pouring the ideas on GDevelop, creating the level. It still takes a lot of work to do, though.
Regarding the special attack, I decided to change it to spreading shots. I also made and added the special attack's bullet to the game editor, but I think the implementation still leaves a lot to be desired.

I made 16 bullets spread from the [...]
Hello everyone, another quick recap here :)
About the issue found previous week, regarding the collision impact of the special attack, I haven't got a solution yet. I considered changing the special attack to spreading shots instead of screen bomb, since it has the potential to have almost the same destructive capabilities, but will be divided into plenty of small collisions instead of a huge, single object hitting multiple objects at the same time. But let's see how it will turn out.

With that still undecided, I started designing the second level. I made some sketches and created some [...]
Hello everyone! :)
Well, dang. The work at the office was crazy last week, and I got a really lame weekend. Lame. So lame that when I woke up in Sunday morning, I really hoped that it was the morning of the Saturday instead, which didn't help at all :/
Okay, regarding the project, I made the animation and system implementation of the special attack. Sadly, it didn't work as expected.

Spoiler or not, I think I'll just say it outright here. The special attack that I want is "screen bomb", blowing and dealing damage to all the enemies that appears on screen.
I made a sprite as big as the screen. The animation for it works, but not the impacts on the enemy. It does deal damages to all enemies shown on screen, but the explosion animations only appear on a single enemy.And, from the tests I did, it seems like only that single enemy dropped pickable item too.
2016! New year, new days! Happy new year, everyone! :)
Yep, this is an even earlier recap than usual. I currently am in my hometown for this holiday, and will be on the move again tonight.
Another long weekend this week. Not much to tell, though. I did play-tests on the game. Plenty times XD
Well, it was necessary in order to iron out the game system :)
I also implemented the healing system. It could use a better or flashier animation, but for now, at least it is working well.

From the play-tests, I decided to make several adjustments to the game variables. I think this first [...]
Hello everyone. Did you enjoy your holiday? Or for some of you, are you enjoying your holiday? :)
Okay, I got a long weekend this week. However, I was also doing another project, so, I couldn't do it FULL FORCE on this project. Anyway, I think things are shaping up nicely. I decided to keep the game simple, so, well, the pickable items won't be varied too much. However, these pickable items will have another function, not just as a mere fuel for special attack. Healing will be counted as a special move, using the same energy source as the special attack. So, I made adjustment on the SP bar container to acomodate it. Since only 3 bars would be very limiting.
Yay again! :)
Regarding the issues found previous week, I made some fixes. The first boss area has been made, and I also did some play-testing. And, while I may still need to make some adjustments since the game systems as a whole is still not perfect yet, I think it is safe to say that basically the design of this first level has been done :)

The next agenda, before moving on to the 2nd level, will be ironing out the game system. And.. well, actually I also hasn't been sure regarding the dialogue system. I need to pause the game wile a dialogue is active, but haven't found the way to [...]
Yay! :)
The floors before reaching the first boss area has been made! Err.. However, I won't say "done" yet XD
I did play-tests after completing the necessary floors, and found that the stage is currently not ready yet. Some bugs found, in terms of appearance and playability.

So, well, I'll need to make fixes. Aside from the tile layouts, I also need to make fixes on the image file of some tiles. After that's done, the first boss area will be the next to work on.
Stay tuned for the next recap :)
Hello, everybody :)
Continuing the work left out previous week, I added the missing piece of the tile set. I also made another tiles as adjustments to make the game scene looks more like the comic version. Well, that's kinda a delayed work, though, since I actually planned to do that some weeks ago.

There are still some more floor to be added before reaching the first boss area.
Well, I think that's pretty much all for now. Yep, another quick recap, I know. Stay tuned for the next one :)
Whoa, 17 weeks already O_o
And, well, it is sad to say that level 1's design hasn't finished yet :(
I'm still working on another project, and since I have to publish it by the end of this month, I had to prioritize it.

Just as I continued the design of the first level, I realized that the tile set is missing something. The middle part of a large window. There are various window size for the level, and I made this one set to be flexible by dividing it into many parts so that it can be as large as needed. However, I forgot to make the middle glass of the window XD

Okay, it is [...]