As mentioned in Proto Blast development recap several weeks ago, I was also working on another development project. I decided to create Proto Blast using a game engine instead of creating it from scratch because I want to make product while learning. And, so, jumping further to the code-learning, I decided to make a simple app, that is even
said to be the "standard" example people use when learning a new language, just a little bit further from "Hello World": to-do list.
But I refuse to make it
that simple.
I want it to be a solid app. So, I decided the set of features that it's got to have:
- task categories
- marking, unmarking, and deleting tasks
- drag and drop to rearrange tasks
- some levels of customization
And here it comes,
simplyDo. Ready to accompany you from your Android devices :)

20 Feb 2017, 00:06 UTC+07
Hello, everyone! :)
Okay~ let's start with this. Honestly, the progress for Proto Blast development this week is kinda minimal. Not that I regret it that much, though :p Because I actually worked on another project, which is almost ready to publish. In fact, I already submitted it to Google Play, but it looks like I still need to wait until it is available.
But, yeah, as minimal as it could be, progress is progress.
I still am working on an the assets. And really, that's all.
So, well, I think it might be a good time to list the assets that need to be done. And, here they are:

19 Feb 2017, 23:47 UTC+07
Hi, everybody! :)
Okay, here's another weekly recap of Proto Blast development. It will be a quick one, though. The play-tests and bugfixes continues. This time, the focus is on level 5. I noticed problem and applied fix on the movement pattern of some enemies. I also changed the commands that triggers dialog on several levels from the obsolete dialog system to the new one.
From the play-tests, I think more feedback on the events that the user is hurt is needed. I'm considering to add a sound effects for it. I'd say that this level seems to be challenging in a fun way just like the fourth [...]

12 Feb 2017, 23:59 UTC+07
Hello, everyone! :)
In the previous week's
entry, I mentioned to expect more details on the other project I'm working on the next entry, but since the it turned out to be almost ready this week, I think it is better to publish it first and then post the documentation of its development process afterwards. So, here's it for this next entry, another weekly recap of Proto Blast development.
I don't have many to say since things are actually kinda the same as the previous week, though. I did more play-tests to check the game balance and work on bug fixes if I notice any.

05 Feb 2017, 23:56 UTC+07
Hello! 'Sup, everybody? :)
Here's another weekly recap of Proto Blast development. Okay~ I poured more of my time on other development activities again this week XD About time I tell you more about it, though. So, expect more details on the next entry.
As for Proto Blast itself, the stuffs I'm working on is still kinda same with previous week. Play-testing and fixing bugs, and also making more stuffs for the game's story and dialogs.
Although I haven't thoroughly tested the fourth and fifth level, I can see that it suffers a bug on the stack order of the stuffs on the game scene, just like the third level. It will take time to fix it, though, since it means I need to fix many tiles' z-index because I didn't find a menu on GDevelop to batch change the properties of the same object at once.

29 Jan 2017, 23:59 UTC+07
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.

22 Jan 2017, 23:58 UTC+07
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.

15 Jan 2017, 23:58 UTC+07
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 XDI 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.

08 Jan 2017, 23:59 UTC+07
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.

02 Jan 2017, 23:53 UTC+07
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 [...]

26 Dec 2016, 19:09 UTC+07