Search found 1080 matches

by XkyRauh
Mon Mar 21, 2011 5:24 am
Forum: Theory
Topic: Bananasauros v1.2 and DX level critique
Replies: 38
Views: 70902

I like the platforms as they are, but I'm completely boggled by the point placement. There's no shape, no uniformity, no GLUE to the whole thing. Give us some arcs, give us some shapes, give us some varied height, please! I like the right half of the level a bit more, because it looks as if you can ...
by XkyRauh
Fri Mar 18, 2011 7:42 am
Forum: Vorticons Requests and Discussion
Topic: Keen 1: Replay completed levels
Replies: 4
Views: 8677

What if the "DONE" code only overwrote, say, the bottom two tiles of the level? You'd have to design the entire map with 4-tile levels in mind, and work it so that all of your blocking was lower-half-only, but maybe?
by XkyRauh
Wed Mar 16, 2011 2:08 am
Forum: Theory
Topic: Bananasauros v1.2 and DX level critique
Replies: 38
Views: 70902

Since you're getting rid of the "windows," (since you can have points on that brick background tile now,) you should definitely consider some kind of detail tile to help spruce things up. Either some cracked/broken tiles, some windows, some hieroglyphs, whatever you want to do--but lemm's ...
by XkyRauh
Tue Mar 08, 2011 6:49 am
Forum: Theory
Topic: Bananasauros v1.2 and DX level critique
Replies: 38
Views: 70902

And hurrah! A post from Xkyraugh! (rhyme very intended) Have you become keenmodding exclusive? "Rauh" actually rhymes with "Cow," believe it or not. :) Sorry! I've noticed that all the levels so far don't really have a border on them--the level juts straight up against the side ...
by XkyRauh
Tue Mar 08, 2011 6:42 am
Forum: Theory
Topic: DISCUSSION: Mondochrome Level Design
Replies: 12
Views: 25324

Spleen, you gonna move us on to Level02 or what? :)
by XkyRauh
Tue Mar 01, 2011 8:52 am
Forum: Theory
Topic: Enemies in Keen4
Replies: 9
Views: 21115

And furthermore, there's a distinct lack of Vorticon-like enemies! ;) Seriously, Vorticon Grunts are the most versatile, interesting enemy in the entire Commander Keen series--it's a shame they aren't around in Galaxy. Interesting analysis of the Keen4 enemies, MrBlack; it definitely helps explain m...
by XkyRauh
Tue Mar 01, 2011 8:47 am
Forum: Theory
Topic: Bananasauros v1.2 and DX level critique
Replies: 38
Views: 70902

In your original level 1, there is an area of flat land to the left of the body of water. In the revamp, you have a sloped area leading directly into the water. That's dangerous! I think the original, with the flat land before the water, was better. :) I'm sure the sloped rocky sections on the right...
by XkyRauh
Tue Feb 22, 2011 4:00 am
Forum: The Mods
Topic: Keen 9: Battle of the Brains
Replies: 15
Views: 47984

T-Squared, please don't post in binary.
by XkyRauh
Fri Feb 18, 2011 6:21 am
Forum: Galaxy Requests and Discussion
Topic: Eros' Patch Requirement List (Hayro purposes)
Replies: 7
Views: 10795

Yes, but the thing is the Slicestars were INTENDED to be destroyable--however many shots they take--and so if you look in the game's graphic files, there is a sprite set aside for the Slicestar dying. The problem with making an enemy like the Bobba--who was never intended to be--stunnable, is that t...
by XkyRauh
Mon Feb 14, 2011 6:54 pm
Forum: General
Topic: Modding Keen:Modding
Replies: 42
Views: 39526

By the way, Ceilick, adurdin said that he has you all set up as an Admin, now, but his e-mail reply to you bounced and he hasn't had a chance to figure out why.

If he hasn't already corrected this, I'm sure he will shortly, and then you can flex your new Admin powers. :D
by XkyRauh
Thu Feb 10, 2011 6:21 pm
Forum: Theory
Topic: DISCUSSION: Mondochrome Level Design
Replies: 12
Views: 25324

I wonder if the backtracking or the door are the greater issue here. What if I replaced the spikes at the right with a hallway blocked by the door instead? If you go the wrong way at the top, you will still have to backtrack, but at least at that point you will already know you're looking for somet...
by XkyRauh
Thu Feb 10, 2011 7:30 am
Forum: Theory
Topic: Galaxy Level Design and Basic Rules
Replies: 13
Views: 26186

Hmm, I see your points. The main issue this rule tries to answer is unused space. Taking a look at guard post one from keen 6 , imagine if that room on the left with the four neural stunners wasn't there; that would be a huge chunk of unused space! How can the rule be written to address such a prob...
by XkyRauh
Wed Feb 09, 2011 8:18 pm
Forum: Theory
Topic: Galaxy Level Design and Basic Rules
Replies: 13
Views: 26186

Re: Galaxy Level Design and Basic Rules

1. Thou shalt never create a room within a level with no escape, or with no escape but death. Correct me if I'm wrong, but isn't this broken by the hidden area in the lower right part of The Cave of Descendents? :) This is a strong reason to PLAYTEST your levels! Remember in Keen5's Defense Tunnel ...
by XkyRauh
Wed Feb 09, 2011 7:28 pm
Forum: General
Topic: Modding Keen:Modding
Replies: 42
Views: 39526

-Keengraph 2.2 (move to keenwave and sticky?) Gonna assume you meant KeenGraph on that one. ;) Done! Does ModKeen work with Keen:Dreams? For some reason I thought it was only for K:V and K:G, which is why I had the wording the way it was. Can we get a better description for the KeenWave and KeenGra...
by XkyRauh
Wed Feb 09, 2011 7:14 am
Forum: General
Topic: Modding Keen:Modding
Replies: 42
Views: 39526

Dr. K: Done. :)

This topic will be unstickied soon.