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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.

Posted in News |

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!

Posted in News |

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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Bass Abyss 0.9.9 + Level Editor
March 23rd, 2007 IRA

Bass Abyss 0.9.9

Play Bass Abyss
Download Level Editor

So, I’m back from my vacations just to find problems with the server. Valk and I have worked during this week to solve some of them and finally I was able to do this update.

I know it’s been a while since I released a Bass Abyss update, but the first months of this year I was busy with something else, so I can’t really say this update is the result of those months of work, just a regular update that I put together during March. This update may look big nonetheless, but remember, I had vacations and more time to focus.

Custom Levels

Now you’re able to load Custom Levels. What are they? These are levels designed by anyone with the Bass Abyss level editor. Levels or maps are just text files that you can open with Notepad.

Here’s a sample of a quite challenging level. Perhaps.

How do you play it? Just open the file, select all the text and copy it. At the Bass Abyss main menu there’s a new entry called Custom Level. Enter there, paste the text in the provided text input and press play. It’s that simple.

Where can you get more levels? Well, you can actually design your own levels.

Level Editor

Skip my ramble and get the editor NOW.

I didn’t plan to release the level editor this early, but as we get closer to version 1.0, I thought it would be a good idea to let users play with it before the final version of Bass Abyss is released. Currently the game is very stable, so at this point it’s very unlikely that any change I make will make your levels unusable.

Unfortunately the level editor is not a stand alone application. You need Flash 8 to use it, and by Flash 8 I mean the authoring tool, not just the player. There’s no way I’d have the time to code and support such a beast. So, as my level editor was just a fla file, I always considered to release it if I managed to make it usable for anyone with no coding knowledge. I hope you find it friendly enough and if you have any suggestion just let me know. Also let me try your levels, I might create a special section for them in the future.

Bass Abyss 0.9.9

So, what’s new in the main game?

- Revamped pause menu.
- Added the option to set the volume of music and sound effects.

- 2 new levels.

- The saved states of both Normal and Turbo version are now unified. Feel free to switch between versions. Your saved progress will be read for both.

- Many, many little bug fixes.

Yes, I know that currently the HTML scores are down. Don’t worry, the scores are safe, you can still check them by the game’s interface, it’s just a presentation problem, I suppose. I’ll try to figure out what’s going on with them before I take any other decision. I’m back and I need to settle a lot of stuff.

Have fun!

Posted in News |

Walk of The Lion
February 26th, 2007 IRA

Walk of The Lion No, seriously. After almost five years 21XX: Walk of the Lion is finally online again. I can’t believe this comic is that old.

Back then it was meant to be a very short sequel of Madness in Red. Mega Man X6 was the last title of the series so that was my frame of reference for the storyline at that point. Unless you’re familiar with that stuff, maybe some parts of the comic will not make much sense.

Why did this comic get offline? As I recall there was some server move, the previous site was lost and I had to upload everything again. For some reason I decided to keep this and other comics on hold, I’m not sure why, probably some “keep coming back, guys” move. I guess I was already working in Wings of Will back then as I was getting more involved in Flash development, so at some point the urge to restore old stuff lost momentum.

Thanks for your interest to all those who asked me to upload this comic again and again during years. Sorry to take this long, I wanted to upload it, I even have a new, shiny, Spanish version, but usually the new projects I kept working on demanded all of my attention. I guess it took me to be really busy to finally do it, if that made sense.

After all, I guess I’m going to miss the “when are you going to upload Walk of the Lion?” messages. Enjoy!

Posted in News |

Bass Abyss HTML High Scores
January 16th, 2007 IRA

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.

Posted in News |

Bass Abyss v0.9.8: A challenger appears!
December 21st, 2006 IRA

Newcomer: Samus

Merry Christmas!

More »

Posted in News |

Unexpected busy month
December 7th, 2006 IRA

Looks like the updates I had planned for this month will took longer than usual (it’s not like I update monthly, don’t believe the rumors!). The reason: I’ve been really busy. The past week I started to attend some classes I scheduled specifically for this month. I thought they’d be piece of cake, but I underestimated how serious our trainers are taking their job, a neat surprise after many deceptions with the educational system, I might add. I haven’t been this stressed since university. Well, I’ve kept doodling around, mostly in my job during my free time, but that usually is practice and study rather than any finished work that I can show here. At home I’m just reading manuals and doing homework.

As for Bass Abyss, while I’ve improved a lot the organization of my code in the weeks after the past update, there isn’t anything new I can show to the end user, I may even slip some bug, so I rather test it a little more before releasing a new version. I don’t think I’ll be able to add a new boss or a new map for any update this month. Most likely I’ll start to work in a new character. Honestly, nothing of this is sure. This must be the first December in years I’ve been this busy. All I know is that I’ll be free on December 22. And then, finally, back to my normal production.

Posted in News |



Latest Art
Art by Ren Moraes
Added 21-Feb-2008

Art by Ren Moraes
Happy 20th Anniversary
Added 24-Dec-2007

Happy 20th Anniversary
Cat
Added 07-Oct-2007

Cat
Some sketches
Added 07-Oct-2007

Some sketches
Setup 2
Added 07-Oct-2007

Setup 2

Random pic
Art by Net
Added 04-Oct-2005

Art by Net

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