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Reflex – Dev Diary 48

July 4, 2021

An absolutely ton of development work was done on Reflex over this last week. The biggest is the addition of a transition sequence between worlds – more later. But lets first go through the other improvements and alterations in the game. I’ve been steadily going through the levels of the game and updating the time… [Read More]

Reflex – Dev Diary 47 – Venting

June 27, 2021

Some pretty big changes were made to Reflex this week so lets get straight into it. First things first. I made the decision to change the timer in the game. Rather than having the timer count up and you are rewarded up to 3 stars depending on how long you take I have decided to… [Read More]

Reflex – Dev Diary 46

June 20, 2021

Over the past couple of weeks I have been developing a new lighting engine with the help of some tutorials from Grizzlius Maximus which is significantly more powerful than the lighting engine I’ve been using in the past. The original lighting engine in Asylum and Reflex is based on drawing shadows and lights using surfaces… [Read More]

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]

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