Search found 996 matches

by CommanderSpleen
Sat Aug 08, 2020 11:06 am
Forum: Other Tools
Topic: Musical Notes in KeenFx
Replies: 1
Views: 8545

Re: Musical Notes in KeenFx

This is neat. Cool to actually hear of KeenFX in use by someone other than me.
by CommanderSpleen
Sat Aug 08, 2020 11:02 am
Forum: CKCM
Topic: Concept art by Scizor CT
Replies: 6
Views: 26100

Re: Concept art by Scizor CT

Huh, been a while since I dropped in here. Nice to see some activity and the old scans. This project has been on my mind a bit over the past few years. I was thinking of hacking out some of the more complex parts of the storyline (such as the slugs vs licks quandary) and then taking a more abstract ...
by CommanderSpleen
Wed Apr 08, 2020 1:16 pm
Forum: Vorticons Requests and Discussion
Topic: Flight to Earth - straight vertical fall
Replies: 1
Views: 8164

Flight to Earth - straight vertical fall

I'm trying to transform the flight to earth sequence to simply place the ship sprite stationary in the middle of the screen as the screen pans downwards some distance. Ideally the sprite should continue to fall for about a quarter of the screen when it stops at the bottom, but this is not essential....
by CommanderSpleen
Thu Jan 25, 2018 5:29 am
Forum: General
Topic: "Luna", a Keen4 Mod in progress
Replies: 13
Views: 25344

Re: TSRMusic requirements 286?

I always thought Keen required 286 minimum. Surprising to see it running on 8086 specs. Does tsrmus give you any kind of error when you try to run it? I wonder if there's anything around for modifying Paragon. It was a Gamer's Edge/Softdisk game made using the same tools as Keen. At least level edit...
by CommanderSpleen
Tue Jan 16, 2018 3:57 am
Forum: Vorticons Requests and Discussion
Topic: Only one frame of an animating tile kills Keen?
Replies: 9
Views: 16516

Re: Only one frame of an animating tile kills Keen?

Maybe you could patch the chain sprite to kill Keen on contact and set an animation sequence with one of the frames having a higher bounding box, then place it one tile below the ground...
by CommanderSpleen
Tue Aug 22, 2017 7:36 am
Forum: CKCM
Topic: Simplification 2017
Replies: 1
Views: 18565

Simplification 2017

So the project got too complicated for a Vorticons mod. Too reliant on ambitious patching. I propose serious minimalisation in order to form some practical goals and make the most of the classic Vorticons style. Now that Galaxy mods have matured far beyond what we could have imagined when this proje...
by CommanderSpleen
Sun Jul 23, 2017 12:13 am
Forum: General
Topic: Keen Modding IRC Channel
Replies: 8
Views: 39075

Re: Keen Modding IRC Channel

by CommanderSpleen
Sun Jul 02, 2017 10:46 am
Forum: General
Topic: How to modify graphics in your own mod?
Replies: 12
Views: 23594

Re: How to modify graphics in your own mod?

Mostly I've just learned from trial and error, but I just started watching some YouTube tutorials lately and they cover a lot of useful techniques. I don't think there's much inbuilt for automating animation, but being able to move and modify and clone segments can definitely eliminate some obstacle...
by CommanderSpleen
Sun Jun 25, 2017 7:33 am
Forum: General
Topic: How to modify graphics in your own mod?
Replies: 12
Views: 23594

Re: How to modify graphics in your own mod?

is this actually the way you're "spriting" enemies and other creatures? Actually most of mine have been done directly in a regular paint program (mostly Kolourpaint since switching to Linux 10 years ago, probably leaning a lot more toward grafx2 in the future) with some being developed th...
by CommanderSpleen
Sat Jun 24, 2017 12:23 am
Forum: General
Topic: How to modify graphics in your own mod?
Replies: 12
Views: 23594

Re: How to modify graphics in your own mod?

Could always try creating the sprites as scalable vector graphics in Inkscape and then exporting them at the required resolution for the Keen engine.
by CommanderSpleen
Thu Jun 22, 2017 2:55 am
Forum: General
Topic: Welcome to the migrated Keen: Modding forum!
Replies: 9
Views: 39129

Re: Welcome to the migrated Keen: Modding forum!

It appears there's currently no option to set posts per page on a per-user basis. Is there a means for an admin to enable this or would it only be a global setting? For long discussions such as level theory, being able to set it to at least 20 posts per page would be very helpful.
by CommanderSpleen
Wed Jun 21, 2017 6:47 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 173179

Re: DISCUSSION: Keen 6 level design.

Some commentary on Bloogton Tower before it gets buried. I actually always quite enjoyed this level. A bright, open space and upbeat tune in contrast with the claustrophobic factory level and dank deserty vibe of the world map. Due to its proximity to Bloogton Manufacturing, I always interpreted thi...
by CommanderSpleen
Thu Mar 23, 2017 12:43 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 173179

Re: DISCUSSION: Keen 6 level design.

There was always something weird about those domes of darkness. These days they just feel too dank and uncomfortable. It's hard to find the right setting among other IRL things to dedicate time for playing through the game, and parts like this make it harder to persevere. I think I did also tend to ...
by CommanderSpleen
Sat Mar 18, 2017 6:39 am
Forum: The Mods
Topic: Keendroid Undergound (Minimod)
Replies: 2
Views: 11261

Re: Keendroid Undergound (Minimod)

Heh, completely forgot I'd posted it here. Fixed all the things.
by CommanderSpleen
Tue Mar 14, 2017 1:14 pm
Forum: The Mods
Topic: Keendroid Undergound (Minimod)
Replies: 2
Views: 11261

Keendroid Undergound (Minimod)

Keendroid Underground is a sequel to my previous Keendroid minimod, this time featuring 8+ levels and a lot of psychedelic flashy things. I think this was started sometime late last year and was in a mostly finished state for a few months with a bunch of minor details to be polished, the last of whi...