Mega Man confirmed for Bass Abyss
July 6th, 2008 IRA

Bass Abyss

In celebration to Mega Man 9, I decided to add Mega Man to the list of the Bass Abyss characters. Freeze Man was going to be the last character for a good while, and if I ever considered using Mega Man like this, it was going to be as a joke or easter egg, kind of like with Classic Fire Man. But considering that even Capcom can go this retro, I don’t think I’ll get too flamed if I feature this 8 bit version. So, I’m not calling him “Classic Mega Man”, neither “8-bit  Mega Man”. Just Mega Man.

Custom Maps

Also as maybe you have noted, I updated Bass Abyss one month ago with a revamped Custom Map section. Now every map I’ve been sent is listed and can be downloaded in game. No need of copy/paste xml code. You can still do that in the proper tab in the same section. This is very beta and had lots of polishing to do. In the midst of all the stuff I had to do back then I didn’t have time to make a proper update post. So far it’s been performing very well so I expect to expand its features in the future. I checked the stats and I know it’s a lot easier now to try every single map.

Now I’m hunting down many bugs neglected after so many host jumps. Have fun!

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Bass Abyss – Bloom effect & Checkpoint support
May 4th, 2008 IRA

Hello. I bring what the header says and many other little tweaks that I’ve been having on hold since past December.

Before bloom After bloom

Checkpoints

Well, this is one that I gave a lot of thought after playing Kid Scorpion’s level. They’re really challenging, but also very frustrating to die mid level after a bad jump. I’ve added checkpoints on some of my longer levels, and hopefully they won’t be so frustrating anymore.

Bloom effect

I guess many of you have heard the joke about next-gen graphics = bloom. Well, this is more like a tech demo, I put on test some of the flash filters and managed to get the effect, only for the detriment of the performance of the game, so you’ll get prettier graphics but the game will slow down a lot, at least under my tests. It’s disabled by default, but if you want to see it, pause the game, got to the Graphics’ tab and press the Bloom toggle.

But fear not. I got excellent results playing the game at 256 x 244. It’s small, but the bloom effect didn’t slow down my PC at all.

I’m rather impressed considering this is still Flash 8 and AS2. The promise of better performance sure encourages me to port my engine to AS3 in the future.

Also, Kid Scorpio brings us a new level. Get them at the Custom Maps section.

Update:

I forgot to mention this yesterday, but I also updated the Bass Abyss level editor to 1.0.1. It includes the checkpoint tile. Also a new stage enemy that I’ve been having on hold since December too. I think I’ll go this route, adding enemies to the level editor, so authors can give them use sooner than me considering my little free time.

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Bass Abyss – Freeze Man Mode
December 2nd, 2007 IRA

Freeze Man Mode

Nothing like a freezing themed character for the holiday season, uh? Enter Freeze Man. You know him as the final boss from Fire Man Incoming Storm, and now you can play with him as you make your way in the Bass Abyss sprite fest.

His run mode is similar to Samus’ and Doom Guy’s. Just hold down SHIFT to keep running.

His regular shot spreads when hitting walls. Use that to cover you and attack enemies beyond your direct reach.

His buster shot takes longer to load, but it is somewhat stronger and especially devastating with Imps.

As a plus he can also shot downwards. Maybe useful in very few situations, but I tried to keep his moves as true as they were in Incoming Storm.

No new levels from me, but for those craving for new maps, S.C.O.R.P.I.O.N. have just sent a complete new set of 13 levels for your enjoyment. Get them at the Custom Map section as usual. He usually designs his maps for Bass, and maybe Samus, so keep that in mind before getting frustrated with other characters.

Have fun!

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Classic Fireman joins in
October 24th, 2007 IRA

Yes, finally a real update. Ok, he’s not a whole new character, but I’m impressed I managed to put this together given my little free time. I can’t wait for December to enjoy some real free time.

Newcomer: Classic Fireman

Classic Fireman plays just as Fireman in Incoming Storm, except he has a buster. I find funny to play with him because he’s so small that many enemy projectiles miss him. Use that at your advantage, I suppose.

Also, I’ve got plenty of new levels thanks to S.C.O.R.P.I.O.N. Just copy and paste the code on Bass Abyss’ Custom Level screen to play them. They are a challenge.

I expect to code a new character for the next update. I have already plotted the gameplay so I hope to have a smooth time implementing it.

IRAGINATION is another year old, somewhere this month. I can’t remember how many years, neither the exact date, but I know it happened. Thanks for the support!

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Report – 3 months later
October 7th, 2007 IRA

I barely remember half of what I wrote on my previous post, but most likely anything that I offered there didn’t come to fruition. The reason? I’ve been really busy. No, seriously. Ridiculously and insanely busy like never before.

I can be busy for a several weeks, but three months in a row is too much. It’s been years since the last time I didn’t update in three months, and even then, at least I returned with some relevant update, but this time I bring nothing, nada, zero. You get the idea. Yet, I felt the urge to at least write this and say hello. I mean, it’s not like I’ve abandoned this site or something. More »

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Bass Abyss v0.9.99: Doom Guy
June 12th, 2007 IRA

This took long enough but to make up for it I bring you my favorite FPS character: Doom Guy.

Newcomer: Doom Guy

More »

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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
Art by Silhouette, Added 13-Oct-2004

Art by Silhouette