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One Tap Dash

February 21st, 2012 IRA

It was brought to my attention that on Bass Abyss the dash move is not cancelled when the Dash key is released.

I was going to notice that that’s how the game should work. Nevertheless I decided to check first, and to my surprise, in the Snes version of Mega Man X and Mega Man X2, the dash and the air dash are both cancelled when the dash key is released. I didn’t check any other more recent version.

So I started to wonder, where did I get the idea of the one tap dash?

Since this game started with Bass, apparently I took the convention from Mega Man and Bass. There, a single tap will make Bass do the whole dash sequence.

Then I started to test how the gameplay would be affected if I enabled the cancelled dash with X. While the experience got closer to the Snes version, I noticed some unwanted stress in my finger having to hold the dash key to get the whole dash sequence.

In the end I decided this should be an option. By default the game will behave as usual, a single tap will make the whole dash.

But If you’d like to turn this off, press ENTER to access the options page. A new setting called One Tap Dash is there where you can set it off. This setting will be persisted between sessions.

Here’s a picture highlighting where the control is located.

Well, that was kind of fast to implement. Lately I’ve been holding features in favor of usability changes. I’ve been devising a way where you don’t have to clear your cache everytime I push an update. It is in place now and it is experimental, so I’ll keep polishing it a bit more.

Have fun!

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Bad Box Art Mega Man in Bass Abyss

February 3rd, 2012 IRA

Joke’s on you, Capcom. I’m releasing a playable Bad Box Art Mega Man before you. And it was ridiculously easy to do it. Who is laughing now?

To access him on Bass Abyss just select Mega Man and then Bad Box Art Mega Man. So, Mega Man is now a new page. I’m considering to move there the other 8-bit characters, just because the main character page is getting too cluttered. But maybe later.

And here’s the sprite sheet edit I did. Please don’t bash it much, I’m not very good at pixel art.
Original sprite edit. Do not steal.

This was a really quick hack. Don’t expect anything exceptional about this character. No new weapons. Nothing. I didn’t even made him an opening because this concept simply didn’t exist a few days ago. Seriously, writing this post took a lot more time than placing the character in the game. Consider this an anomaly in response to current events, but I’m done with it and now I’m back to my normal schedule.

I feel like writing. Would you like to read more about this?
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Bass Abyss 1.0.5

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.

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Mega Man X First Armor

January 1st, 2012 IRA

For the first 2012 update I bring you the Mega Man X First Armor.

Screenshot galore:

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Hmmm, how late am I?

December 25th, 2011 IRA

Quite late I guess!

Well, we’ll have to settle with a video of my latest progress.

Merry Christmas!

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More new levels

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 I’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


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