As you may know, I rushed AKR2 v2.9 out so that it would be easy for everyone to play the game again (using Ruffle). But because I rushed it out, it doesn’t have all the features and upgrades I had planned for 3.0. Hence it’s only version 2.9. I still intend to add the things I had planned, but now I can do that at a relaxed pace over the next year or more while I also work on other projects like A Koopa’s Revenge Gold and Lambtaco Run. Anyway, here are the nonbinding plans I have for upcoming AKR2 updates.
A Koopa’s Revenge 2
Big 2021 Catchup Post
Well, it happened again. I didn’t update the site for almost a year. Mostly because the old site was a pain to deal with. (See this post for details.) So here’s what I failed to post about since September first of last year. Mostly in chronological order, but there’s a lot of overlap here.
Learning Godot
In September of 2020 I finally started learning to use the Godot game engine. I fiddled around and started making a practice game starring Mr. Game and Watch. More on that on my Twitter, to left on desktop and above on mobile.
I’m hoping to get back into Godot once I’m done with AKR2 v2.9. I’d like to finish this little game in particular. Might be cool to have an actual game made in Godot, even if it’s just a demo.
I also started an itch.io page. But I’ve yet to do anything with it. Maybe this little game will be one of the first things I post on it.
Hotfix for AKR2 v2.9 lag
Long story short, I fixed one of the biggest lag factors in AKR2, and I didn’t want to wait until v2.9.1 to have the game running more smoothly for everyone, so I’m releasing an update now. Play it on NG, or download it from here. (Those using Ruffle to play the downloaded version, should be able to keep their save files by giving the new version the same file name as the old one they were saving on.)
Long Story Version
Some people complained about sections in 2-A and 5-1 lagging a lot after the v2.9 update of A Koopa’s Revenge 2. I wasn’t sure why, and I couldn’t recreate the lag at first (not to brag, but I have a powerful-ish gaming laptop). After finding a way to induce lag, I started marking down where I experienced it the most so I could improve those areas for version 2.9.1. Every area had an easy explanation like too many collisions are running, or too much vector art. But that one set of areas had horrendous single-digit-framerate lag I just couldn’t explain.
Continue reading →Why Version 2.9?
You may have asked yourself (or asked me) “Why is it A Koopa’s Revenge 2 version 2.9 and not version 3.0?” Well, there’s a long and a short answer to that question.
Short Answer:
Put simply, the game’s not finished. So then why did I release it before it’s done? Ruffle, the Flash emulator. I was on my way to releasing 3.0 some time in the next year or two, when I realised I could have AKR2 running in browsers just like the good ol’ days. And giving people access to the game again was more important to me than delaying it until it’s 100% finished. Perfectionism be damned.
Long Answer:
The details are a bit of a long story, but here goes. When I first heard about Ruffle, I got excited and tried to run AKR2 in it, and at first everything seemed adequate but… no dice
Continue reading →