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.

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 Nivel 9 como Vile

Voy a hacer algunas pruebas de desempeño en Bass Abyss. Lo he estado jugando en máquinas de alto nivel y sigo viendo una pérdida de frames. Esta es la velocidad a la que debería jugarse.

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.

Bass Abyss 0.9.5

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.