Merry Christmas!
Unexpected busy month
Looks like the updates I had planned for this month will took longer than usual (it’s not like I update monthly, don’t believe the rumors!). The reason: I’ve been really busy. The past week I started to attend some classes I scheduled specifically for this month. I thought they’d be piece of cake, but I underestimated how serious our trainers are taking their job, a neat surprise after many deceptions with the educational system, I might add. I haven’t been this stressed since university. Well, I’ve kept doodling around, mostly in my job during my free time, but that usually is practice and study rather than any finished work that I can show here. At home I’m just reading manuals and doing homework.
As for Bass Abyss, while I’ve improved a lot the organization of my code in the weeks after the past update, there isn’t anything new I can show to the end user, I may even slip some bug, so I rather test it a little more before releasing a new version. I don’t think I’ll be able to add a new boss or a new map for any update this month. Most likely I’ll start to work in a new character. Honestly, nothing of this is sure. This must be the first December in years I’ve been this busy. All I know is that I’ll be free on December 22. And then, finally, back to my normal production.
Bass Abyss – Turbo Speed
The problem is like this. The game is slowed down by the browser. I designed it to play at 30 fps, but in the browser it seems to run at 20 fps average. So, if I assume this 10 fps lost is constant among browsers and clients (very unlikely) and in order to let you play the game the way it was meant, I’m uploading an additional turbo version of the game, published at 40 fps, hoping that it will slow down around 30fps in your system the same way it does in the ones I’ve tested this.
I’ll try to keep updated both versions from now on. The good thing is that all the game assets are the same for both versions, so no double download of everything, and both use the same high scores tables. The bad is that the saved progress of one version will not apply in the other.
You can show a fps counter at the options menu. Drag it anywhere on the screen as shown in the screenshot above.
Bass Abyss v0.9.7
In this update of Bass Abyss I’ve added a new map. We’re on level 16 so far, my longest game ever.
Added two new stage enemies. There are more coming if I find room enough in the maps to place them.
I’ve added plenty of little graphic eye candy like sparks when shots hit, missile smoke, etc. In the next update I hope to have ready a new boss battle.
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Bass Abyss v0.9.6: Here comes a new challenger
October is still Fire Man’s month.
I’ve added Fire Man to the list of characters at your disposal on Bass Abyss. The game is slowly taking the shape I want and meeting its purpose. More stuff coming soon. But okay, on the current update:
Bass Abyss 0.9.5
The maps are getting creepier and harder, but I suppose everyone who is playing this game has picked up the pace already.
In this update 3 new maps.
I know I said I was going to code more stage enemies, but I noted something in the latter game levels. The enemy is actually the map. The challenge is beat it. It’s a big enemy to overcome. I’m very impressed how well designed were some of the levels on the original Deep Abyss considering the simple stuff they are built with. Some moving platforms, spikes here, lava there, wind, etc. I guess I didn’t want to steal the spotlight to the map. And here I was reading some A.I. books. I guess I’ll give use to that later.