shimo thanks.
So i noticed that it's been over a year now since i started this dev blog. Any way i hope it won't take another year to finish.
I've spent most of my time continuing work on the map/level selection screen, but nothing to show yet.
I did add a few more minor improvements as well though.
Matched bubbles now have a glow effect. It only happens on straight up matches as bubbles popped during a special attack or power up will get their own effects eventually.
I added a popup message box to show the player how many fallen bubbles they have left to collect before the special ability is activated.
The score info has been updated to show how many points were reduced when a level is lost.
And i finally started working on a dialogue system. When you win or lose a round the enemy will taunt you. It's randomly picked between 3 choices, different for each enemy.
I decided to code my own sprite font to have more control over moving each letter and applying effects to them. It's not good for games with large amounts of text as each letter is a sprite image, but it works well for a game like this where the dialogue is displayed a sentence at a time. I'm not entirly satisfied with it yet but it's a start.
Heres also a look at how a level is created.
The dialogue is set for each level. You can also see how the level is designed, where X represents a blank space, numbers represent the bubbles and the letters represent a different power up or hazard.
Version 15 can be tested here. https://dl.dropboxusercontent.com/u/159885981/pb15/index.html
Please note that if you win a level the roof block will move up and down a few times, it's not a bug, but i intend to display various game stats after the dialogue has done.