Search found 398 matches

by Ceilick
Mon Jun 19, 2017 11:32 pm
Forum: General
Topic: How to modify graphics in your own mod?
Replies: 9
Views: 164

Re: How to modify graphics in your own mod?

When I first started modding my "art technique" was to modify existing graphics into something new. You can see that in Crash on Gobo III: the yorps are now blue with two eyes and a pointy head, the Garg has his colors changed, his head is a little more dome like. Sure, these won't be the most uniqu...
by Ceilick
Thu Jun 15, 2017 2:25 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

Absolutely agree that this is one of Keen 6's better levels. The variety of scenery, the pathing/flow, and exploration/challenge factor. I think that's a good call on the Blooguards for exactly your reasons: he's big, dangerous, and 'controls' (makes dangerous) a large area around him, and as you sa...
by Ceilick
Sat Jun 10, 2017 2:23 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

Wow, great analysis on this one so far! Of particular note to me is Xky's observation of the dismal point distribution in this level, and Fleexy's addendum on lack of vivas. As Fleexy notes, this level breaks what I consider an essential rule for good Keen galaxy levels and that's not too have too m...
by Ceilick
Wed May 31, 2017 6:00 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

Bloogton Manufacturing, however, is really devoid of process or purpose, it seems. There are two conveyor belts, but they are both near the beginning. And toxic slime? Also, multiple tiny diagonal platforms. Yes. I'm going to go out on a limb and say Bloogton Manufacturing produces diagonal platfor...
by Ceilick
Tue Apr 25, 2017 2:17 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

1. Keen came to Fribbulus Xax on a weekday. The Bloogdome would ordinarily be packed to capacity on the weekend, but it's off-season right now, and so all Keen has to contend with are a few Nospikes doing personal training. Haha! Good point Levellass, the level design really is more conducive to Fl...
by Ceilick
Thu Apr 20, 2017 6:17 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

Kind of funny, that while I can see and appreciate the positive points Xky mentions, particularly the illusion of choice/winding paths, and the balanced challenges, and the somewhat more interesting big bonus area, I still don't like this level. And it's really no fault of the level design itself so...
by Ceilick
Mon Apr 03, 2017 8:56 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

I feel conflicted about such a drastic split in the level. One the one hand, it does what it intends to, create a distinct final room/zone and make the player anticipate the level's exit. It gives a strong feeling of progression to drop down to the green door (which, Xky is right, really has no reas...
by Ceilick
Tue Mar 28, 2017 3:15 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

Xky: I'm not in a position to create an example, but the best case for comparison I can see in the level is on the left side above and to the right of the bridge. On the right side of the brown bush/moss platform thing you can see the tiles forming the underside of the platform have a black outline....
by Ceilick
Mon Mar 27, 2017 12:39 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

Good point on the graphical flaw, Levellass. On that note, I think it's important to notice that the extra thin platforms work really well in this level; it would feel very different (more clausterphobic?) if they were two tiles thick. They just need a graphical adjustment (although I wonder if even...
by Ceilick
Wed Mar 22, 2017 4:21 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

Cheers dude :) Great points on this one again, and really interesting to read your thematic interpretation of the domes. Its great when lore can be felt and generated simply by how the platforms are layed out. As a level designer, I think it's super important to see the value in the nonlinear use of...
by Ceilick
Wed Mar 22, 2017 3:30 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 61
Views: 15865

Re: DISCUSSION: Keen 6 level design.

Great points, Xky, I'm taking particular note of level shape conformity to the level entrance, the clearly labeled hazard zone, the introduction to the Flect, and the puzzle element to the upper playing area. Excellent point on this being an analog to the Pogo Shrine, Levellass. In that respect it r...
by Ceilick
Fri Apr 18, 2014 4:25 pm
Forum: General
Topic: Keen Source Code Subforum?
Replies: 8
Views: 5098

Moved to the general forum. When the time comes I can add a "Galaxy Source Code Modding" subforum to the "Keen: Galaxy & Dreams" category. Depending on how source code modding develops, this may be sufficient or an entire category with its own subforums, similar to what Benvolio suggests, could be p...
by Ceilick
Thu Mar 20, 2014 9:12 pm
Forum: The Mods
Topic: Keendroid
Replies: 4
Views: 3511

Not intentional, but I did notice it while playtesting and tried to design accordingly so that there were ways around what I found to be almost impossible jumps, but placed that you will hopefully find them after trying said jumps a few times and then :rageface I did notice this as a trend, but nev...
by Ceilick
Tue Mar 18, 2014 3:31 pm
Forum: General
Topic: Welcome to Keen: Modding!
Replies: 0
Views: 3495

Welcome to Keen: Modding!

This forum is intended for discussion of Commander Keen editing and modding, and as a storehouse for tips, tricks, patches, and utilities." Welcome to Keen:Modding, a subsection of the general Commander Keen community. As the name implies, this forum is dedicated to modding the original Keen games....
by Ceilick
Tue Mar 11, 2014 8:25 pm
Forum: Theory
Topic: Save Scummming and Extra Lives
Replies: 29
Views: 16702

The main features of the article 'Lass linked, as I see them: In Rules of Play: Game Design Fundamentals (2003), Eric Zimmerman and Katie Salen define a game as ‘a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome’. In physical spa...