January 21st, 2012 IRA
I just pushed a maintenance update to Bass Abyss. It is related with 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 development system with better specs. 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 bad on more modest hardware. I resisted to upgrade for a while for this reason.
I’m trying to find a solution that doesn’t require me to have another, slower pc next to me to test every time, sincerely what a bother. I could not see any problem running the game on this pc, nor in the quick tests I do in some other office very rarely, but I do saw the slowdown by accident when I ran the game on a virtual machine (Flash on Firefox on a Linux Mint VM). That’s not too bad, I’m actually fine with that workflow.
Um, now that I remember, there are some other bug fixes and balancing on First Armor X I did weeks ago. Sorry, a lot of little changes are made between distant sessions, I really can’t 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.
January 1st, 2012 IRA
For the first 2012 update I bring you the Mega Man X First Armor.
December 25th, 2011 IRA
Quite late I guess!
Well, we’ll have to settle with a video of my latest progress.
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November 26th, 2011 IRA
Alright guys, I was holding back this update until I was sure everything was working seamlessly. It was absolutely worth it. Scorpion has finished four new levels and again Iâ€™m quite impressed of the length, detail and beauty of some of them. New tiles, new backgrounds, new music, and even a boss battle!
Here are a plethora of screenshots.
Factor 10 – Scorpion’s Laboratory
September 4th, 2011 IRA
September already? Oh well, this took longer than I expected, but I ran into some bugs while preparing this update of Bass Abyss, so I fixed them.
I didnâ€™t really have the time to study a lot the original Giga Crush mechanics from Mega Man X2. So I just went with some simple formula. You get hit, it loads a bit. On fully loaded, you can use it. The way to check the current level or use it is to switch to it, as another weapon. For this the usual DEL, PAGE DOWN keys are used.
Now, it took me a while to get used to it. Out of habit, I kept pausing the game expecting to see the X2 Weapon Screen to check the Giga Crush level. This got me thinking, it would be really nice to have it. But well, I was not going to have the time to do it. I really don’t have any plans to add any more weapons anyway, so I decided against it.
Now Iâ€™ll take it easy and keep fixing bugs before I release the level editor. Be sure to blast everyone to oblivion with this weapon. This version does work on bosses! Have fun!
August 14th, 2011 IRA
The new room functionality was a success. And while I havenâ€™t published the new level editor, during these days Iâ€™ve worked with Scorpion and Hunter, explaining them the new features and helping them to create new levels. The results are amazing! Long, challenging and fun levels, making extensive use of rooms and activators. There are several new tilesets and enemies too!
As usual, they manage to push the engine to its limits. Usually they manage to expose bugs and I fix them right away so the game is now even faster than before.
To play these levels, just go to the Custom Level section and browse the level list!
Ok, here are some screenshots:
Factor 6 – Insylum by Scorpion