I looked into it, then I saw the problem and managed to come up with a solution.
That patch you're trying to use is meant to overwrite code that seems to be for what to become when shot. It will work with the original Bounder code, but not the Dartfrog code since the function got moved to a ...
Search found 28 matches
- Sun Oct 27, 2024 6:16 pm
- Forum: Galaxy Requests and Discussion
- Topic: Bounders act like a Toad
- Replies: 4
- Views: 18925
- Sat Oct 26, 2024 8:50 am
- Forum: Galaxy Requests and Discussion
- Topic: Bounders act like a Toad
- Replies: 4
- Views: 18925
Re: Bounders act like a Toad
If you just want to make Bounders act like the Dartfrogs from Atroxian Realm, you could just reuse the relevant patches from the demo (back when it was a Keen 4 mod):
###
#Bounders
###
# Keen Collision Function
# Bounders are now toxic frog guys, so keen can't stand on them now
%patch $CCD2 ...
###
#Bounders
###
# Keen Collision Function
# Bounders are now toxic frog guys, so keen can't stand on them now
%patch $CCD2 ...
- Sat Oct 26, 2024 8:31 am
- Forum: Other Tools
- Topic: uGrab: Cannot open *./EGADICT.ck4
- Replies: 4
- Views: 135736
Re: uGrab: Cannot open *./EGADICT.ck4
You're welcome!
Great to hear that you solved the problem yourself! Good catch on the executable file name, it looks like the tutorial got it slightly wrong (it should be "keen4e.exe", not "keen4.exe"). I'm surprised that the mistake went unnoticed for nearly 14 years! I went ahead and corrected ...
Great to hear that you solved the problem yourself! Good catch on the executable file name, it looks like the tutorial got it slightly wrong (it should be "keen4e.exe", not "keen4.exe"). I'm surprised that the mistake went unnoticed for nearly 14 years! I went ahead and corrected ...
- Tue Oct 22, 2024 5:06 pm
- Forum: Other Tools
- Topic: uGrab: Cannot open *./EGADICT.ck4
- Replies: 4
- Views: 135736
Re: uGrab: Cannot open *./EGADICT.ck4
Hello, Alopex! I'm sorry that you had to wait for nearly a whole month to get a response; not many people visit Keen: Modding these days.
I've never used uGrab before, but one question I'd like to ask is: Are you modding version 1.4 of Keen 4? When modding the Galaxy games, it should always be ...
I've never used uGrab before, but one question I'd like to ask is: Are you modding version 1.4 of Keen 4? When modding the Galaxy games, it should always be ...
- Sun Sep 22, 2024 7:07 am
- Forum: General
- Topic: Which is more Flexible: Patch or Source Code Based Mods?
- Replies: 2
- Views: 116109
Re: Which is more Flexible: Patch or Source Code Based Mods?
I'm not sure if you'll ever read this, Commander Luke (given that according to your profile you haven't logged in almost two months), but if you are, then I'd like to welcome you to the Keen community! You might notice that the Keen: Modding forum is pretty quiet and almost dead; it's been like that ...
- Wed Mar 22, 2023 8:43 pm
- Forum: Vorticons Requests and Discussion
- Topic: Keen 1 Frame Rate Anomaly
- Replies: 2
- Views: 21950
Re: Keen 1 Frame Rate Anomaly
In KeenWiki, there's a few patches for tile animation speeds, including the speed used in the title screen:
EDIT: When I made this post, nwe74's post was apparently invisible.
Code: Select all
%patch $9080 $03 #Main Menu level (Intro, title, story screen, etc.)- Wed Mar 22, 2023 8:10 pm
- Forum: Patches: The Earth Explodes
- Topic: The End of the World
- Replies: 2
- Views: 113751
Re: The End of the World
- is there any way to integrate the shake effect into other triggers such as collisiom with a sprite, and to do so without moving to the second part of that sequence and ending the game. I.e. something more like a simple earthquake, akin to whst happens with the Blooguard in Keen6?
I don't know ...
- Sat Jun 18, 2022 8:43 am
- Forum: General
- Topic: Those Extra Keen:Vorticons Levels
- Replies: 3
- Views: 22478
Re: Those Extra Keen:Vorticons Levels
Back in this forum's early days, there was a good discussion about extra levels: https://keenmodding.org/viewtopic.php?t=195&sid=0817910888b99d60905d8cde91fd2f59
I'd particularly like to highlight two posts, which point out the potential risks and side-effects of using extra levels without the 32 ...
I'd particularly like to highlight two posts, which point out the potential risks and side-effects of using extra levels without the 32 ...
- Wed Oct 27, 2021 5:01 am
- Forum: General
- Topic: Are graphics-only mods valid?
- Replies: 7
- Views: 31849
Re: Are graphics-only mods valid?
That's a really good question! It's been forever since I touched a skin mod (unless XkyKeen4 counts). As Pandakeen said, I think it depends. I know you don't want people to spend 10 minutes on a mod and then upload it just to get a KeenWiki article and I don't know if I've ever played a skin mod the ...
- Tue Jan 08, 2019 2:16 pm
- Forum: The Mods
- Topic: The Mortrix (K2 mod)
- Replies: 0
- Views: 46479
The Mortrix (K2 mod)
Hey there, everybody! Yesterday, I released The Mortrix on the PCKF and my site, and I decided to release it here as well today. The Mortrix is a Keen 2 mod, which took about five months to make. I made it to try out new ideas that I haven't seen any other Keen 2 mod do. Here a few links:
Download ...
Download ...
- Fri Nov 16, 2018 2:22 am
- Forum: Vorticons Requests and Discussion
- Topic: K2 patches (end of world switch + Guard Robot)
- Replies: 1
- Views: 24880
Re: K2 patches (end of world switch + Guard Robot)
Hey guys, guess what? While waiting for the patches, I thought that the end of world switch one might be so easy that even I could do it myself. So, with some trial and error, I managed to make a patch that fulfills my request! Here's the patch, in case anyone else wants to use it:
#Flipping the ...
#Flipping the ...
- Tue Nov 13, 2018 10:07 pm
- Forum: Vorticons Requests and Discussion
- Topic: K2 patches (end of world switch + Guard Robot)
- Replies: 1
- Views: 24880
K2 patches (end of world switch + Guard Robot)
Hey there, I've been working on a Keen 2 mod, which is getting pretty close to completion! However though, there are a couple patches I thought of, which don't seem to exist but would be really cool to have. Here's what I thought about:
-The end of world switch doesn't cause a game over but instead ...
-The end of world switch doesn't cause a game over but instead ...
- Mon Oct 29, 2018 11:35 pm
- Forum: Vorticons Requests and Discussion
- Topic: Tiles not displaying properly. (K2)
- Replies: 0
- Views: 53448
Tiles not displaying properly. (K2)
I've been working on a Keen 2 mod, and I recently noticed that there's a problem that it never had before; tiles 687 (the bottom half of it) and 688 are not displayed the way they are on the tileset. In-game, the former seems to be replaced by multiples of the bottom-right corner of tile 549, while ...
- Sat Oct 06, 2018 10:39 pm
- Forum: Theory
- Topic: DISCUSSION: Keen 6 level design.
- Replies: 93
- Views: 435919
Re: DISCUSSION: Keen 6 level design.
You're welcome, Xky Rauh!
Yeah, I suppose there is a bit much too points to get after passing a really simple obstacle at the start. I find it rather difficult to get all of those popsicles that form an arc, so if I missed any I don't bother to go back down again. I personally don't mind having to ...
Yeah, I suppose there is a bit much too points to get after passing a really simple obstacle at the start. I find it rather difficult to get all of those popsicles that form an arc, so if I missed any I don't bother to go back down again. I personally don't mind having to ...
- Tue Sep 11, 2018 6:38 pm
- Forum: Theory
- Topic: DISCUSSION: Keen 6 level design.
- Replies: 93
- Views: 435919
Re: DISCUSSION: Keen 6 level design.
Okay, I think it's about time we move on to the next level, which appears to be our final destination: Bloog Control Center . Oh, and here's the level on Abithar Online !
This level has a rather eerie atmosphere, with the music, darkness in the first room, eyeballs, and hands (the latter two of ...
This level has a rather eerie atmosphere, with the music, darkness in the first room, eyeballs, and hands (the latter two of ...