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Reflex – Dev Diary 16

October 18, 2020

Short update this week as I was distracted by my new Oculus Quest 2. This week I continued testing levels and tweaking them when they proved impossible. Levels 2.17 to 2.22 have all been checked and are working properly. I added a new quick feature for windows users. Rather than having to left click a… [Read More]

Reflex – Dev Diary 15

October 11, 2020

This week continued some of the polishing I started and I also finished off the weapon crate work. The weapon crate, when opened, displays the collected content on the left edge of the screen briefly – to avoid disrupting the game flow. One aspect that was in the original Reflex game was the deployment method… [Read More]

Reflex – Dev Diary 14

October 4, 2020

Some very good progress was made this week. Adding in 2 new objective objects: the communications dish, and the space cannon. Both of these objects are for later stage objectives and I’ve given them some really nice animations. The dish will randomly reorient its self, and the cannon rotates and fires occasionally, adding to the… [Read More]

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]

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