Latest news

Reflex – Dev Diary 45

June 13, 2021

Quick update this time round as there’s not much to go into. I have been focusing almost exclusively on designing the few remaining levels for world 5. I know have 5.15 to 5.20 all done and these are the largest levels so far. The only other change this week is to the Android version involving… [Read More]

Reflex – Dev Diary 44

May 30, 2021

The final batch of UI updates took place this week. After my play tester had another quick play through I needed to adjust a few of the text details for the UI on phones. The line spacing needed to be tweaked down a little (1 pixel) and the mission title font was switched to the… [Read More]

Reflex – Dev Diary 43

May 23, 2021

Over the last 2 weeks I have been continuing the redevelopment of the UI in the game to try and fit everything in on all devices (including mobile phones). This is quite tricky for phones as the display is small and you have to increase the text size so that it’s readable, but you have… [Read More]

Reflex – Dev Diary 42

May 9, 2021

Continuing from last weeks spit and polish I made some further improvements to the user interface. The game allows a number of different resolution on windows from 1280×720 up to 4K. The lowest resolution is the trickiest to work with as the GUI doesn’t have a lot of room to play around with. Which testing… [Read More]

Reflex – Dev Diary 41

May 3, 2021

Work continues on creating the World 5 levels, but I have also been paying attention to some much needed polish here and there. The main opening menu and settings area was looking a bit drab as I was just using text labels for buttons. I wanted to utilise the UI style I had adopted for… [Read More]

Reflex – Dev Diary 40

April 18, 2021

A short update this week. Reflex development continues very nicely. World 5 levels are being designed and added to the game at a steady pace. These levels are the toughest to create. World 5 involves transportation portals and that adds in a whole new level of design – working out the potential path for the… [Read More]

Reflex – Dev Diary 39

April 11, 2021

World 4 is complete. This week I’ve been finishing off the UI enhancements and have finally fixed some bugs with the video player. For the last few weeks I’ve been struggling with the Video Player extension in GMS2 that I am using on the Windows build to display the logo intro animation and the tutorial… [Read More]

Reflex – Dev Diary 38

April 4, 2021

This week I continued the revamp of the UI applying the code for the buttons and panels from last weeks dev sessions to the rest of the panels in the game; level objectives display, win and fail displays. The buttons needed a little tweak as the background tint that I used was way too weak… [Read More]

Reflex – Dev Diary 37

March 28, 2021

Taking a break from the design of levels to go back through the game and give the UI a bit of a polish. To start off I wanted to improve how the level select are looked. Previously the UI had used tinted rectangles and a strong white outline for panels and buttons and although it… [Read More]

Reflex – Dev Diary 36

March 21, 2021

This week I continue to add in the levels for World 4 and make a few changes for the potential Android build of the game. With the levels in World 4 getting larger and more complex the amount of time required to actually add them to the game takes longer and longer. Each level consists… [Read More]

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