No doubt. If it's as wacky as I've seen in screens and read, I bet it'll offer fun for a long time!For now, though, this shall suffice to keep y'all amused for a while.
Commander Keen: Monky Business
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
So... much... progress...
Update:
ð Text modding complete, except for ending sequence.
ð "Be Right With Ya" sprite done.
ð Several level fixes (thanks to Victor's playtesting).
ð Level 90 complete.
ð Reworked font... looks awesome now, IMKO (and in Scotty's Doom Opinion).
ð General polishing mostly consolidated.
Remaining tasks:
ð Level 81
ð :drool shots
ð Ending sequence text/location patch
ð ReadMe
ð WOOHOO!
To think, I had a couple of levels, a handful of patches and a bunch of graphical glitches back near the end of September, and I announced I was nearly ready to release this beta! So naïve...
I'm gonna sleep right now. Back later to finish the job!
>Commander Spleen
ð Text modding complete, except for ending sequence.
ð "Be Right With Ya" sprite done.
ð Several level fixes (thanks to Victor's playtesting).
ð Level 90 complete.
ð Reworked font... looks awesome now, IMKO (and in Scotty's Doom Opinion).
ð General polishing mostly consolidated.
Remaining tasks:
ð Level 81
ð :drool shots
ð Ending sequence text/location patch
ð ReadMe
ð WOOHOO!
To think, I had a couple of levels, a handful of patches and a bunch of graphical glitches back near the end of September, and I announced I was nearly ready to release this beta! So naïve...
I'm gonna sleep right now. Back later to finish the job!
>Commander Spleen
re: progress
Your "be right with ya" picture--is that like my "hang on a second..." picture? :-) I'm really glad to hear your project is coming to fruition--this'll be your first mod release, right? Looking forward to it!
Can you leak a little info as to which patches you're utilizing? ;-)
--Xky
Can you leak a little info as to which patches you're utilizing? ;-)
--Xky
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
Patchwork.
The two main patches I'm using, apart from the basics like title screen location, border colour, garg height, etc, are the Doors on Map and Keep Keycards After Exit patches. Also, one thing I forgot to add to my ToDo list above was 'Rearrange status screen', so I'll be using that patch as well.
The Doors on Map and Keep Keycards are two damn classy patches. I've gone ahead with the Gateway Level idea I mentioned once upon a time, and IMKO it works really well.
>Commander Spleen[/quote]
The Doors on Map and Keep Keycards are two damn classy patches. I've gone ahead with the Gateway Level idea I mentioned once upon a time, and IMKO it works really well.
That's the one.Xky: Your "be right with ya" picture--is that like my "hang on a second..." picture? :-)
>Commander Spleen[/quote]
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
=(:D)-
...7... 6... 5...
ð Level 81 (DONE)
ð [edit] Ending sequence text (sure, it's corny... but it'll work)
Remaining tasks:
ð :drool shots
ð Ending location patch
ð Rearrange Status Screen
ð ReadMe
ð WOOHOO!
It would have all been done last night, probably, but I got distracted raiding my cousin's collection of MP3s from his laptop (and watching Rejected).
>Commander Spleen
ð Level 81 (DONE)
ð [edit] Ending sequence text (sure, it's corny... but it'll work)
Remaining tasks:
ð :drool shots
ð Ending location patch
ð Rearrange Status Screen
ð ReadMe
ð WOOHOO!
It would have all been done last night, probably, but I got distracted raiding my cousin's collection of MP3s from his laptop (and watching Rejected).
>Commander Spleen
Last edited by CommanderSpleen on Thu Aug 05, 2004 8:31 am, edited 2 times in total.
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
Hellllp meeee!
...6...7...ARGH!
Can someone help me out with the ending location patch? I need Keen to end up at about location (23, 13). The map size is 32x32, and by default the ending location is way off screen and dementedly wacky. With the patch set as follows:
the screen ends up at least on the map, but still at the very top-left of the screen. No matter what I change the values to, it still does the same thing.
When I set the X or Y location to 00010000, the location actually does change, but it ends up off the side of the map.
Ack!
>Commander Spleen
Can someone help me out with the ending location patch? I need Keen to end up at about location (23, 13). The map size is 32x32, and by default the ending location is way off screen and dementedly wacky. With the patch set as follows:
Code: Select all
# Keen sprite - will be shown at pixel coords 160, 64 on screen
%patch $81F1 $28 # This is sprite $28 = 40 (Map keen facing left)
# Map top-left corner coords (multiplied by $1000)
%patch $81D6 $A000 # This is x coord: $00003000 = tile coord $A = 15
%patch $81DC $0000
%patch $81E2 $3000 # This is y coord: $00023000 = tile coord $3 = 3
%patch $81E8 $0000
When I set the X or Y location to 00010000, the location actually does change, but it ends up off the side of the map.
Ack!
>Commander Spleen
Hmmm, when I used that patch, it worked well (IIRC) -- but I had used the very exact world map level size than in original Keen; maybe the problem is there? Maybe it some strange way requires the original level size? You could quickly test using original level and test there your new coords.
Also, those coordinates you wrote look correct (15, 3).. Dunno what it is. :(
Also, those coordinates you wrote look correct (15, 3).. Dunno what it is. :(
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
=(:,)-
Ok... I've worked it out. It seems to jump in 16-tile increments--I tried it in an unmodded Keen1, and Keen still turns up one tile to the right of the BWB even if he should be three tiles away. Also, it seems the sprite always ends up in the same absolute location, so if the ending location is moved one screen away, there's no Keen sprite visible.
So, I scrapped the ending location patch, resized the map level, and replicated the ending site at the default coordinates. No more ending problems.
Andy: STATUS.CK1 seems to be missing from the status screen patch thread.
I'll take the Patchotron route for now.
6...5...4...
Remaining tasks:
ð Drool shots.
ð Status patchotronification.
ð Readme.
ð =(8D)-
>Commander Spleen
So, I scrapped the ending location patch, resized the map level, and replicated the ending site at the default coordinates. No more ending problems.
Andy: STATUS.CK1 seems to be missing from the status screen patch thread.
I'll take the Patchotron route for now.
6...5...4...
Remaining tasks:
ð Drool shots.
ð Status patchotronification.
ð Readme.
ð =(8D)-
>Commander Spleen
Ah, thanks for the info.Ok... I've worked it out. It seems to jump in 16-tile increments--I tried it in an unmodded Keen1, and Keen still turns up one tile to the right of the BWB even if he should be three tiles away. Also, it seems the sprite always ends up in the same absolute location, so if the ending location is moved one screen away, there's no Keen sprite visible.
Good very. :)So, I scrapped the ending location patch, resized the map level, and replicated the ending site at the default coordinates. No more ending problems.
Garg, so it seems. I could give it to you, but I don't have the original version! :(Andy: STATUS.CK1 seems to be missing from the status screen patch thread.
Also, not much to work done left. Wait can't me, cool! :)