You might have noticed something different. Yes, IRAGINATION is sporting a new site design. I rolled it out a few days ago. But maybe more intriguing was the fact that I kept completely silent about it during these days. Sorry about that, that’s just how busy I am sometimes. Anyway, at last, I can sit down and write about this recent change.
Is this what has kept me busy since my previous update? Unfortunately yes. I’d like to tell you I’ve been working on something else, but I really don’t have a big update for Bass Abyss or something else just yet. This was something I had to get out of the way first, it was a pretty big deal to get it done so I won’t let it go as some casual change. I have to make a big fuss about it to feel better.
It was brought to my attention that on Bass Abyss the dash move is not canceled when the Dash key is released.
I was going to advise that that’s how the game should work. Nevertheless, I decided to check first, and to my surprise, in the SNES version of Mega Man X and Mega Man X2, the dash and the air dash are both canceled when the dash key is released. I didn’t check any other more recent version.
This prompted a pressing investigation. I started to wonder, where did I get the idea of the one-tap dash?
The joke’s on you, Capcom. I’m releasing a playable Bad Box Art Mega Man before you. And it was ridiculously easy to do it. Who is laughing now?
Ahem. To access him on Bass Abyss just select Mega Man and then Bad Box Art Mega Man. So, Mega Man is now a new page. I’m considering moving the other 8-bit characters, just because the main character page is getting too cluttered. But maybe later.
And here’s the sprite sheet edit I did. Please don’t bash it much, I’m not very good at pixel art.
This was a really quick hack. Don’t expect anything exceptional about this character. No new weapons. Nothing. I didn’t even make a new opening for him because this concept simply didn’t exist a few days ago. Seriously, writing this post took a lot more time than adding the character to the game. Consider this an anomaly in response to current events, but I’m done with it and now I’m back to my normal schedule.
I feel like writing. Would you like to read more about this?
I just pushed a maintenance update to Bass Abyss. It is related to the First Armor buster. A memory leak that I had left unchecked and probably caused the game to slow down over time.
Recently I’ve been using a computer with better specs for development. That’s fine and all, but problems with performance are not easily spotted anymore. Now I’m really concerned about publishing code that will perform very badly on more modest hardware. I resisted upgrading for a while for this reason.
I’m trying to find a solution that doesn’t require me to have another, slower computer next to me to test every time, which would not be very efficient. I neither saw any problem running the game on this computer, nor in the quick tests I do at my office, but I did see the slowdown by accident when I ran the game on a virtual machine (Flash on Firefox on a Linux Mint virtual machine). That’s not too bad, I’m actually fine with that workflow.
Now that I remember, there are some other bug fixes and balancing for the First Armor X that I did weeks ago. Sorry, a lot of little changes are made between distant sessions. I can’t really remember every detail when I update, but probably you’ll notice the little differences here and there.
As usual, make sure to clear your cache to see the changes.