Bass Abyss 1.0 Beta 2 – Samus Aiming!
September 5th, 2010 IRA

By the time you read this Metroid Other M should be already on stores. To celebrate this, in this update of Bass Abyss I decided to give Samus a new set of moves. Specifically the ability to aim! Bass can shot in seven directions. Well, Samus now has the full eight directions set, and this applies to all her current weapons.

Aiming doesn’t work exactly like with Bass. Samus doesn’t get stuck while aiming, she’s pretty agile, she can run, duck, jump while aiming. I didn’t want to dumb her down so the only way to solve this was to add yet another keyboard key. I’m always weary about adding keys because the game it gets more complex for the player to play, but oh well, there’ll be always characters with simpler moves that you can use. We have to accept that Samus leans to the direction of more complete but more complex characters to play with. Although I personally find this entertaining, I don’t pretend to make levels were you absolutely need to aim to get through.

So, how do I aim with Samus?

On land or air press SPACE BAR to aim up.

On air you can hold SPACE BAR or DOWN to aim in any eight directions.

While running, if you hold SPACE BAR or DOWN, you’ll aim up forward or down forward respectively.

If you are standing or ducking, you have to hold Z to aim. By default she’ll aim up forward. Then you can switch by pressing DOWN or SPACE BAR. This essentially is the same control scheme she had in her Game Boy Advance games (Zero Mission and Fusion).

I’ll be honest, this Z key is the move that I find the most difficult to handle, but as usual you can map the keys to the layout of your preference. I really hope this to be the very last key I add.

The level editor has also been upgraded. On request I’ve added a good batch of enemies since the last time. I’m not going to spoil the full list but thanks to Scorpion there 4 new maps where you can check them all. The levels are very well designed and entertaining. To access them just go to the Custom Level section of the game’s main menu. They are the first four ones at the top of the list.

  • Factor 2 – Scavenger Hunt
  • Factor 3 – Floor S
  • Factor 4 – Sector 0
  • Factor 6 – Ground Zero

Here are some pics for Samus in one of the new custom levels!

Although I’m still more focused in code clean up and reorganization, the next update shouldn’t take this long. That FIFA World Cup sure was distracting.

Have fun!

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Bass Abyss 1.0 beta
May 11th, 2010 IRA

And finally it is here. Remember to clear your browser cache to force the download of the new version.

I pretty much revealed the mayor features of this update in the previous post, but here is more info.

Proto Man mode
Bass Abyss - Proto Man mode
Time for some 8-bit Proto Man goodness. All the features you expect from him are here. Ridiculous strong shield that rejects enemy attacks. Also a slightly improved buster based a bit on the one from Mega Man X4. If you have played with him or seen videos of him there’s not pretty much I can add.

New Bass attack mode

Well, Bass needs a little more explanation. If you are used to play with Samus or Doom Guy that require weapon change, that’s exactly how you switch attack mode while playing with Bass, by pressing (by default) DELETE or NEXT PAGE. As usual you can set these keys to anything of your liking.

There’s a little purple icon under the energy bar that tells you what mode you’re using.

How do you shot up? You press the SPACE key while shooting. This was a usability concern and I found no other solution but set a new key for this. The UP key is already used to jump so it was an awkward decision, but functional in the end. You can set the keys any way you want anyway but all the demo gameplay of my previous video was recorded using the keyboard with the default settings, so I don’t think it will take you too much time to get used to it, I found the default configuration pretty playable.

Just as in Mega Man & Bass, you can’t move while shooting. But at least your shots do go through walls.

Yeah, these updates are based on Capcom’s Mega Man 10.

Some other changes:
Player – Map collision detection has been vastly improved and most bugs and annoyances must be gone. Items fall correctly on floor, platform react correctly to wind. It’s a real joy and actual the real deal of this update for me.

For ease of use I’ve altered slightly the form where you change the window resolution and scale. Now these options are separated in two lists. I’ve added 640×480 and 320×320, but as I’ve said in the past you can pretty much try any resolution you want. Of course everything will break in crazy configurations, so I can only realistically support normal and widescreen modes.

All the levels are unlocked. Game has no plot so there’s no point to lock them. You can have a taste of any level you want.

Doom Guy starts with all the weapons.

Samus missile pickups give her more ammo.

Better run animations for Bass, Samus, Mega Man and Fire Man.

A performance change I had to do to save bandwidth was disable the automatic download of the whole game as a background process. You can turn it on manually on the Advanced tab of the pause menu.

I called this 1.0 beta because I think I’m through the worst part, fixing the collision detection that was terrible in many places.

There were a lot of things left in my to-do list but I had to do a cut somewhere to make this update. Now I can calmly figure out what to tackle next. The big ones of course are new/final levels and bosses/enemies and level editor but I’d rather not state what I’m actually taking on. Last time I ended taking a different direction (this one). All I know the game is my programming playground and I still have many things to experiment and improve as I go along. Hey, at leat this is not Duke Nukem Forever, you’re actually playing the game as I develop and learn from it and other projects I’m working on.

Enjoy!

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Bass Abyss 1.0 beta – Video preview
May 5th, 2010 IRA

Hi. Yes I know the next Bass Abyss is taking too long but it is totally worth it.

Here you can watch a video of the upcoming update. I won’t spoil anything so watch it yourself. If you want spoilers then read on.

There are so many changes. Most of them have been bug fixing, but there are two new major features:

- New playable character: Proto Man. He can deflect shots with his shields. Also I gave him a modified buster, X4 style.

- Bass has two attack modes: Bass Buster and Directional Rapid fire. Yes, just like in Mega Man and Bass or Mega Man 10, on Directional mode Bass can shoot at 7 directions. That is a HUGE advantage over the other characters considering he already has double jump, but it’s too much fun so I really liked this feature even if it makes too easy to play with him.

The core of this update has been bug fixing, and the results are huge. Months ago I was afraid that I had to live with some bugs but with new knowledge I’ve acquired during these months I decided to hunt them down and raise the quality of the engine. Most bugs and annoyances are gone and the games behaves the way you expect

All the major features in this preview are already functional. I just need to fix some little bugs I detected while capturing these clips. Once that is done, I’ll upload the new version!

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Bass Abyss – Samus Moowalk!
July 19th, 2009 IRA
The moonwalk is off by default. To enable it, got to the options while playing (Samus only). There’ll be two new switches on the right. One to enable Moonwalk, another one to enable Autofire. Why Autofire? Well, there’s little strategic point to do the Moonwalk if you can’t autofire, since the move is activated when you hold the Shot key. In Super Metroid you had autofire on by default, but in order to not break previous player’s game experiences, like spamming missiles, I prefer to make the autofire optional too. You shouldn’t experience any difference in gameplay if you don’t enable any of the new options.
This was going to be a little maintenance update in order to fix many bugs, with the moonwalk move as a small add on. Although small, it took a considerable amount of time to implement.
Now I’ll focus more on the level editor. I have to be realistic, players make better levels than what I’m able to do, so I better provide them with tools to make their job easier. I would love to make an online version of the level editor, but that would take too much time so it is not an option in the short term. I’ll have to stick with the fla version for a while. The online level editor is not discarded though, just don’t expect it too soon or to have the same richness of the fla version on its first iterations.
Scorpio just submitted a new level called Factor 1-Towers, using new tracks and enemies that even I haven’t used in the main game. To check the latests game features and experiments, remember to check the Custom Level section regularly.
Have fun! I know I am!

Moonwalk Samus

The moonwalk is off by default. To enable it, got to the options while playing (Samus only). There’ll be two new switches on the right. One to enable Moonwalk, another one to enable Autofire.

Enabling Moonwalk options

Why Autofire? Well, there’s little strategic point to do the Moonwalk if you can’t autofire, since the move is activated when you hold the Shot key. In Super Metroid you had autofire on by default, but in order to not break previous player’s game experiences, like spamming missiles, I prefer to make the autofire optional too. You shouldn’t experience any difference in gameplay if you don’t enable any of the new options.

This was going to be a little maintenance update in order to fix many bugs, with the moonwalk move as a small add on. Although small, it took a considerable amount of time to implement.

Now I’ll focus more on the level editor. I have to be realistic, players make better levels than what I’m able to do, so I better provide them with tools to make their job easier. I would love to make an online version of the level editor, but that would take too much time so it is not an option in the short term. I’ll have to stick with the fla version for a while. The online level editor is not discarded though, just don’t expect it too soon or to have the same richness of the fla version on its first iterations.

Scorpio just submitted a new level called Factor 1-Towers, using new tracks and enemies that even I haven’t used in the main game. To check the latests game features and experiments, remember to check the Custom Level section regularly.

Have fun! I know I am!

Update: You can check a video with the new features here

Posted in News |

Bass Abyss – Widescreen and more video modes
March 22nd, 2009 IRA

Note: Seems like I broke the game with a quick update I did this morning. It’s all fixed. Clear your browser cache and try again.

Let’s enjoy the Bass Abyss levels with new video modes!

Switching to Widescreen

Just access to the venerable Bass Abyss screen as usual. Down there is the combo box were you can select the available video modes. Hit Go and you’re done. A full reload of the page will happen so be sure to not lose any progress mistakenly. For your convenience, you can also switch between the Turbo and Normal speed with the same click.

Bass Abyss Video Modes

Switching to Vertical Dual Screen

The process is the same. For a Nintendo DS like experience! If you have a widescreen monitor at 1440×900, I could play at the 2x resolution with Firefox 3. Just hit F11 for fullscreen and the “two vertical screens” will fit in the window.

More crazy video modes

Okay guys I can’t possibly test all the possible video resolutions, that’s why there are listed just a few ‘standard’ ones. Weird stuff might happen, some levels might even break, it’s all part of the fun. Anyway, until I’m done doing some heavy testing and patching, I know you can hack your way easily to try any resolution you want. Just look at the pattern in the address bar, everything is there.

This stuff has been wired in the code base for years, I just didn’t have the time to properly expose it in a friendly interface. You might have seen some demo of the widescreen mode here, but honestly this feature comes from way back. I’d loved to release new levels, but for a quick update to show that I’m alive this will have to do for now. Remeber you saw it here first.

Ugh, the previous update was on July 13 2008. So is this Bass Abyss upgrade the result of 8 months? Of course not. I barely started to work again in this project two weeks ago. As I said to some friends I expected to be free on March 2009 (let’s just not talk about December 2008). Fortunately nothing interrupted me t his time and voilá, the update is here. Enjoy!

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Energy power ups
July 13th, 2008 IRA

Some levels can get very long and exhausting. While the checkpoints are help, it’s still not fair to have to deal with lots of enemies and no way to restore health. This is no longer a problem since I’ve upgraded the engine so now energy/health power ups will be thrown randomly by defeated enemies, Mega Man style.

Some bug fixes
- The scores can be accessed again both through the game and html.

- There was a horrible bug with the music transitions in boss battles. It is now fixed.

- Destroyable rocks weren’t exploding. My bad, I forgot to update some tiles in a past upload.

The road to version 1.0 has begun. I better get started with the final levels of Bass Abyss.

Posted in News |



Latest Art
Bass is back!, Added 21-May-2010

Bass is back!
Heart of Vanilla, Added 14-Mar-2010

Heart of Vanilla
Strategy, Added 18-Feb-2010

Strategy
Carrier, Added 09-Feb-2010

Carrier
Water, Added 31-Jan-2010

Water

Random pic
, Added 27-Apr-2005