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Reflex – Dev Diary 13

September 27, 2020

Big things happening this week. After finishing adding in all the levels for world 2 I wanted to look at some ‘spit and polish’ for other aspects of the game. First up was the level select area. I didn’t like the way the levels were being displayed. They would fade in and then cross fade… [Read More]

Asylum Dev Diary 117

Finally the primary basement area is complete. This week I put together the explosion sequence that causes the player to experience the second flashback and everything went together perfectly. I went back to the start of the basement and played through the entire area to make sure that it was all working as it should,… [Read More]

Reflex – Dev Diary 12

September 20, 2020

World 2 is now level complete. The 25 levels that make up the second world of the game are now in place and ready to be tested thoroughly. This week added in levels 2.19 to 2.25. Although the last two levels do require a couple of new sprite resources that I will be adding in… [Read More]

Reflex – Dev Diary 11

September 13, 2020

Levels, levels, and more levels. This week I have continued to sketch up levels for the game and carefully work out the best order they should appear. Although this may change once I start to play them and find that they are actually harder than I thought. In the actual game this week I have… [Read More]

Asylum Dev Diary 116

September 6, 2020

Bugs. They seem to appear out of no where and affect things that you’d finished ages ago. With the new arrays in GMS2.3 I discovered a rather unusual aspect for how they are saved/stored and used. Other programming languages I’ve used have for game dev have multidimensional arrays such as: MyArray(10,10) which creates a grid… [Read More]

Reflex – Dev Diary 10

Whilst drawing up levels I had a few ideas for some additional features in the game. So, this week I’ve been looking at adding those in to my test level. First up are breakable doors. These require a missile to impact them to destroy them, once destroyed subsequent missiles will pass through the opening created.… [Read More]

Asylum Dev Diary 115

August 30, 2020

Just a few bug fixes to contend with this week. With the use of sequences in the game it was necessary for me to work out a way to save the state of each sequence so that, for example, the basement sequence once completed would load as completed when the game was restarted after that… [Read More]

Reflex – Dev Diary 9

This week I have turned my focus on to sketching up some new levels (8) for the game. I’m using graph paper for the moment as I just start creating a level and see where it takes me. This allows me to go through all the levels and put them in some sort of order… [Read More]

Reflex – Dev Diary 8

August 25, 2020

Slow progress for Reflex over the course of the last 2 weeks as I’ve been more focused on Asylum. But I have made some improvements. The automatic collision creation code I mentioned in the last post has now been finished and is working flawlessly. There was a nice bug that allowed the player to start… [Read More]

Asylum Dev Diary 114

Things have a bit slow over the last couple for weeks for development as other RL stuff has been interrupting progress. I have been working through more of the development involving the first sequence. I needed to improve my state saving function to save important sequence information such as it’s playback state (paused or not)… [Read More]

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