Bass Abyss HTML High Scores

Check them here. Now you don’t have to load the main flash application to check them.

Sorry guys, no big update in Bass Abyss for a while. I’ve been very busy working in other projects, one for this site at least but I don’t think you’ll see it until March. I still don’t discard to be able to update Bass Abyss before that.

Adobe and the former Macromedia have been releasing a lot of tools lately. There are so many technologies I want to at least give a glance. Flash 9, Flex, Action Script 3.0, Photoshop CS3, Cairngorm, more authoring tools, more patterns, more frameworks. The list is so overwhelming, but the idea of not working smart if I don’t know the options all this stuff give me is even more scaring. Then there’s Microsoft also releasing a myriad of tools trying to get the attention of artists and developers. And besides, there are endless art tutorials and techniques that I gathered during 2006 waiting for a good time to try them.

So, I think I’ll take it easy with the updates while I give a look to all this stuff.

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.

Bass Abyss – Normal Speed.

Bass Abyss – Turbo Speed.

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

Newcomer: Fire Man

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:

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