Reflex 2020

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]

Reflex – Dev Diary 10

September 6, 2020

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]

Reflex – Dev Diary 9

August 30, 2020

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]

Reflex – Dev Diary 7

August 9, 2020

This week in the UK the weather has been very hot which restricts the amount of time I can bear being in my study. So, development on both titles has been a lot lower than usual. For Reflex there was a small bug fix session to correct an issue with the rotateable reflector, and also… [Read More]

Reflex – Dev Diary 6

August 2, 2020

Lots of tweaks and additions this week. Tutorials that are displayed before playing the active level can now be device dependant. This is a change I made when a friend of mine was playing an early build on my Android tablet and he seemed confused when the instructions for panning the screen starts mentioning the… [Read More]

Reflex – Dev Diary 5

July 26, 2020

With a new week came a new Beta that fixed the YYC native compiler in GMS 2.3 Beta. So, I was able to fully compile Reflex and run it at full speed on Android. Everything is looking really good. One important change is the way movements are calculated, originally they all used the usual frame… [Read More]

Reflex – Dev Diary 4

July 19, 2020

Reflex development is going extremely well. Tons of new stuff has been added and tweaked in the game and I’m at the stage now where I can start fleshing out levels. Each level in the new Reflex can now consist of multiple stages. So, there are some levels that contain an exit marker that requires… [Read More]

Reflex – Dev Diary 3

July 12, 2020

Another strong week for development of Reflex. This week I wanted to start putting together the flow of the game. That being the various menu screens required to guide the player through to a level and also to start introducing the objectives into the game. The first thing I had to do was to create… [Read More]

Reflex – Dev Diary 2

June 30, 2020

Right, here we go then. The first official dev diary for Reflex 2020. Firstly, the game development is going extremely well, even with me using GMS2.3 Beta (see Asylum dev diary for issues there). Reflex, is a casual puzzle game that involves using and adding different ’tiles’ to the level to guide a missile towards… [Read More]

1 6 7 8 9