Search found 991 matches

by CommanderSpleen
Tue Aug 22, 2017 7:36 am
Forum: CKCM
Topic: Simplification 2017
Replies: 1
Views: 114

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: 4565

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: 670

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: 670

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 through conc...
by CommanderSpleen
Sat Jun 24, 2017 12:23 am
Forum: General
Topic: How to modify graphics in your own mod?
Replies: 12
Views: 670

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: 4
Views: 1002

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: 78
Views: 17971

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: 78
Views: 17971

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: 550

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: 550

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...
by CommanderSpleen
Mon Jan 02, 2017 6:28 am
Forum: The Mods
Topic: The Morticore
Replies: 9
Views: 3028

Re: The Morticore

Posted a summary of this mod on the Facebook page here and set it up for playing in a browser here . It was refreshing to be able to play through an entire mod in a day. Some may find it too easy, but it was an enjoyable respite without requiring too much investment of time amongst other priorities ...
by CommanderSpleen
Sun Dec 04, 2016 12:50 pm
Forum: Vorticons Requests and Discussion
Topic: Jump Physics
Replies: 4
Views: 953

Certainly not a priority for what it's worth in relation to other patching efforts. Thinking it would be a better idea to suggest it as a Commander Genius option where it can be coded from scratch. Players who want to use such a feature are probably more inclined to use the modernised and more casua...
by CommanderSpleen
Fri Dec 02, 2016 12:22 pm
Forum: Vorticons Requests and Discussion
Topic: Jump Physics
Replies: 4
Views: 953

Jump Physics

During an IRC conversation earlier with Dynamo (CKeen), we discussed the idea of modifying the physics in the Vorticons episodes to eliminate the wind-up before jumping. Although I find it just forms a unique style of gameplay, for some it can be a frustrating latency between the player and the game...
by CommanderSpleen
Sat Nov 26, 2016 3:57 am
Forum: Vorticons Requests and Discussion
Topic: K1-3 maximum level size
Replies: 5
Views: 1140

Best I've figured is that the game allocates memory for 16,384 (0x4000) tiles and anything after that gets corrupted by other game data overwriting it.

128 x 128

256 x 64

n x (16,384 / n)
by CommanderSpleen
Thu Mar 10, 2016 11:09 am
Forum: Vorticons Level Editors
Topic: Levelderp - Cross-Platform Qt Vorticons Level Editor
Replies: 0
Views: 3437

Levelderp - Cross-Platform Qt Vorticons Level Editor

http://img.photobucket.com/albums/v192/Jimage/levelderp.png Due to MoffularDemand over at PCKF , here is my functional but not yet properly releasable Vorticons level editor written with Qt and C++. The main purpose was to have a Linux-native editor that remains responsive on lower end hardware. It...