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Hello, everybody :)
Well, sadly, I gotta say that not too much was going on with the project this week. I was also working on other work and didn't get much time for this project. The work on the first level continues, but I don't think there's much to say about that.

Well, I think that's pretty much all for the short recap.
Whoa. That's really short, I know :/

I will be in my hometown again next weekend, so I guess I'll need to be FULL FORCE on the weekdays. Let's see how it will turn out. Stay tuned :)
Dang ^_^;
I got the trip cancelled, but sadly the first level is still not finished yet :(
So, well, the work on this will be continued next week, too.

I also got another consideration regarding the game mechanisms, particularly about the pickable items and special attack/moves. So, I also spent this week on concepting it. However, for it to be applied, I will also need to make some changes on the Graphical User Interface (GUI).
Previously, I planned to keep the game simple by only having one type of pickable item aside from health-restoration item. However, this new concept will [...]
Hello again, and.. another quick recap again :)
The work on the first level continues. I actually hope that it could be finished next week, but not really sure about that, since my friend asked me for a trip on the weekend.

Regarding the GUI and the game's story, continuing the work on displayed dialogue, I am in the process on making sprite sets of the characters that are going to be displayed when they're talking.

Well, I think that's pretty much it for this recap. Stay tuned for the next one :)
Hello everyone. Another quick recap, this time :)
I continued the design on the first level, but it is still far from being finished. I also think that I need to add more tiles to make the look closer to the scenery shown on Proto Blast -the beginning- comic.

On the Graphical User Interface (GUI) side, I also made an early design for dialogue box, to display conversations of the game characters. That also means that I'll need to make the sprite for the conversing characters :)
Okay, I guess that's [...]
Hi :)
I found out the solution to the issue I stated in the previous entry, in which bullet collision didn't work. It actually is something simple. Following the tutorial on GDevelop wiki, I didn't set collision mask for the bullet when I made the demo level. However, with the latest update on GDevelop, it looks like we have to set the bullet's collision mask for the collision to be working. So, I set it and it works again :)

I started building the first level by using the demo area as base. I also started building the GUI by replacing the text-based "HP" indicator with HP and PP gauge. The PP gauge (symbolized by S that stands for special attack) indicates the amount of power-up materials collected from pickable items, which will be used to fuel the special attack.
Hello again :)
Regarding the target for this week, enough tiles to start building game levels are done and already available. At least for level 1, I can call it complete based on the tile sketch I made for the level. Of course, additions and modifications could be made as I see fit while creating the level's scenery on the game editor.

However, there is a problem on the game editor, GDevelop. When I tested running the game, the bullet collision didn't work! No changes made on the game commands regarding the bullet mechanisms, and I even tested it with the prototype version with the same result (don't worry, the prototype that has already been uploaded is not affected). So, it looks like a regression on the app after the last update.
Hello :)
This time, it will be another quick recap. I didn't get much time to work on the project in the last weekdays, and for the weekend, I went to my hometown for my friend's wedding and some other activities. It was kinda a tight schedule that I didn't even bring my laptop with me.I did some touches on the tile files, but for this week, it was mostly "paperworks".

I made sketches of the necessary tiles for aome levels.
I also do some sketching on the mobile interface, since I plan that the game is also playable on mobile devices.

That's it. Next Wednesday will be a holoday. [...]
Hello, everybody. Here comes another weekly recap for Proto Blast :)
The work on creating scenery tiles continues, and I also made a fix on the game mechanism.

So, well, basically, in the demo, there's a chance where you collide with the enemy continously that you've got no chance to react, thus your HP quickly goes down to 0.
Actually, I've realized this problem for quite a while, but haven't got time to try a fix. On other game, there are something like invulnerable state for a while after you got a hit by an enemy. So, I implemented something similar. Basically, after your sprite collides with the enemy sprite, you'll be free of the HP Loss impact for some miliseconds, so that it could give you chance to recover.
Yay! ^_^
The enemies sprites, including effects for some enemies, are done (for now, at least :p If necessary, of course, adjustments could be made). I also got the chance to test the sprites in GDevelop.

Seeing the results, I think it's okay to move on: working on scenery tiles!
However, I bumped into a consideration. Would it be better to make a complex sprites, or make a simple ones like I used in the prototype? Of course, more compex sprites will make the game more realistic, but I just found a thought that the simple tiles of the prototype just made the game more.. cute ^_^;
And since simpler tiles are easier to make, it will also mean the release of the full game can be done sooner.
Dang ^_^;
I will start working in a new office starting from next weekday, and well.. moving to a new office turned out to be busier than I anticipated.

Okay, the enemy sprites is not finished yet :(
In term of the normal state of the enemy, only the final boss left. Yep, the alien amoeba. However, I still also need to make special effects for one of the other stage boss.

That means moving the target of finishing the enemy sprites to the next weekdays. So, well, stay tuned :)