Search found 206 matches

by grelphy
Thu Jul 17, 2008 1:15 pm
Forum: The Mods
Topic: VOX
Replies: 31
Views: 22560

Have at them. I think there's enough material present to make the intended storyline clear if you want to follow it, but anybody and everybody has my complete permission to hack these all to pieces and steal whatever they want.

LLass, if you do finish it, I look forward to playing it. ;)
by grelphy
Tue Jul 15, 2008 7:21 pm
Forum: The Mods
Topic: VOX
Replies: 31
Views: 22560

Alright, here we go. Sorry this took so long. This should work, but I haven't had a chance to test it. Includes what I've done of all three episodes. vox.zip (308 KB) As per standard, you'll have to provide your own keen2.exe and keen3.exe Can somebody tell me if this works? Ark has both "zip archiv...
by grelphy
Thu Jun 19, 2008 3:17 am
Forum: The Mods
Topic: VOX
Replies: 31
Views: 22560

I'm not dead yet! Anyhoo... Vox seems to be. My days of copious spare time seem to have vanished about when I went to a real high school with real homework, and now I'm all wrapped up with trying to find a job so I can pay for college. It's really tragic when life intervenes. =( Give me a few days t...
by grelphy
Tue Apr 29, 2008 6:39 pm
Forum: Theory
Topic: Level Design Discussion: Difficulty
Replies: 13
Views: 11888

I go for almost every kind of difficulty other than perfect timing/spacing. So long as there are no inevitable deaths, no trial-and-error sections and no insane jump-on-the-tiny-platforms-suspended-over-lava sorts of areas (which I frequently characterize as trial-and-error or even just luck based),...
by grelphy
Thu Nov 15, 2007 2:59 pm
Forum: Theory
Topic: Mapping Theory
Replies: 8
Views: 8798

I have a tendency to make puzzle levels with lots (seriously, dozens or more) of doors. I usually revert to counting key/doors and repeated testing to make sure it's doable; not sure how mappable these levels would be, or whether it would be worth the time. Frequently, I'll toss in an "extra" key th...
by grelphy
Thu Oct 11, 2007 10:53 pm
Forum: Vorticons Requests and Discussion
Topic: REQUEST: Idle frame seperate from walking cycle?
Replies: 3
Views: 3901

Does that actually give Keen an idle frame, or remove the unused frames from the game?

'Cause if it worked, that'd be awesome.
by grelphy
Fri Apr 06, 2007 8:51 pm
Forum: Theory
Topic: Norp the Yorp I level design
Replies: 73
Views: 48453

I like the use of lighting in this level: it starts off very dark, with a single light illuminating a pile of shots, then gets brighter as the player climbs. Makes the level seem taller than it really is, and gives the lower areas a wonderful ambiance, very keen1 shrine-ish. The biggest fault I find...
by grelphy
Mon Jan 01, 2007 1:47 pm
Forum: Galaxy Tile Property Tools
Topic: A Keen 4,5,6 TileInfo [current version 3.2]
Replies: 85
Views: 67943

With all due respect, I made bridgecalc. (With a bit of random code grabbed from other people...)

Did somebody misreference it?

And on a more related note, I find myself doing a lot more KeenWrite importing with ck1-3tinfo (urrgh mouthful) than actual tileinfo tweaking...[/i]
by grelphy
Mon Jan 01, 2007 1:25 pm
Forum: Vorticons Requests and Discussion
Topic: Keen's alternate walk speed
Replies: 7
Views: 5092

That lower speed also resembles keen's max speed on slick (not ice) surfaces. He will walk at up to max speed, but when you stop walking, he slows down to that speed... and keeps going. Frequently into a spike pit. Making that speed (if it is just one) faster than Keen's walk (run?) speed could have...
by grelphy
Tue Nov 28, 2006 10:26 pm
Forum: Theory
Topic: Yorpius II level design
Replies: 140
Views: 75953

In keens 1-3, keen always starts the level facing right; he can be made to go from right to left, but it requires some ingeneuity at the beginning of the level so he doesn't just start out facing backwards. In keens 4-6, keen can start out on facing either direction, and starts at the right side of ...
by grelphy
Tue Nov 28, 2006 10:07 pm
Forum: General
Topic: Taming Vortlev
Replies: 20
Views: 12990

A marvelous utility with nigh-limitless functionality that is in extensive use all over the world: Photoshop. And seriously, photoshop's interface is one of the best I've ever seen for a "do-everything" sort of application. A toolbox with basic tools, and a magically changing toolbar with options fo...
by grelphy
Thu Nov 16, 2006 2:49 am
Forum: General
Topic: Taming Vortlev
Replies: 20
Views: 12990

I haven't looked at the current version, but something I'd like to see is a temporary "template" that can be applied to a level to show, for example, how high keen can jump. My idea is just to have a tool with a bunch of preset sizes corresponding to certain Keen constants (i.e, regular jump height,...
by grelphy
Wed Aug 16, 2006 12:33 am
Forum: Theory
Topic: Counter-post to the thread on the PCKF
Replies: 10
Views: 10295

I'd never really considered the story, but in retrospect, it actually makes up a big part of how much I like a mod. Mostly I look for keenishness - does this make sense? Would Keen/Mort/other character actually do that? After that comes level design. Despite my own tendency to make tight, restrictiv...
by grelphy
Mon Jun 05, 2006 1:57 pm
Forum: Vorticons Requests and Discussion
Topic: Fatal error
Replies: 5
Views: 3639

Something must have changed. Different computer? Configuration changes? Upgrades? Updates?

Solar flares?

You could try porting it to a different machine and see if that makes any difference.
by grelphy
Fri May 26, 2006 9:00 pm
Forum: Theory
Topic: Yorpius II level design
Replies: 140
Views: 75953

This is one of my personal favorite levels for this mod. It succeeds in being linear (logistically, not layout-wise) without being confining or even walled in. The unusually designed hazards make for a level that is interesting in both visually and in gameplay. I might only change the third hazard j...