Search found 1349 matches
- Wed Jan 23, 2008 10:21 pm
- Forum: Vorticons Requests and Discussion
- Topic: Level size limit
- Replies: 3
- Views: 6497
Hmmmmn, interesting, we now have an official limit to level size that can be written into editors and such. (I have on occasion made a level too large for its own good.) It does seem that no matter how big a level gets it doesn't affect the memory used by other areas of the game (Keen and the sprite...
- Wed Jan 23, 2008 10:16 pm
- Forum: Galaxy Level Editors
- Topic: Keen: Galaxy editor - it's coming
- Replies: 51
- Views: 84109
Ok. Firstly, that's a cool icon. This needs to autolocate the maphead file I think, it's one step too many. )And I doubt anyone will have more than one to choose from or even one outside the gamemaps directory.) This is a reasonably functional if somewhat rough level editor, like you said, it's miss...
- Mon Jan 21, 2008 11:41 pm
- Forum: Galaxy Level Editors
- Topic: Keen: Galaxy editor - it's coming
- Replies: 51
- Views: 84109
- Mon Jan 14, 2008 12:01 pm
- Forum: Vorticons Level Editors
- Topic: Mindbelt | The Keener's Editor (version 1.3)
- Replies: 131
- Views: 210831
CK, you're a genius. In Dangerous Dave there is an ammo sprite and five item sprites, each worth different amounts. (You can also open doors with spacial 'door item' sprites to reveal a sprite item.) and an extra life item. (There are also only about 4 killing tiles, 2 exit tiles and no animation.) ...
- Mon Jan 14, 2008 11:47 am
- Forum: Galaxy Requests and Discussion
- Topic: Keen 5 1.0 to 1.4
- Replies: 4
- Views: 12139
When that happens it's the fault of your local router; it sends as 'file done' signal when it doesn't receive any data from the download for too long, if it's too busy or if it gets the request wrong. The link is fine, and usually waiting a day or so fixes things. Dialup is the worst offender, and c...
- Tue Jan 08, 2008 3:29 am
- Forum: Vorticons Level Editors
- Topic: Mindbelt | The Keener's Editor (version 1.3)
- Replies: 131
- Views: 210831
Righty, let's see... * Firstly the issue with the tile search mode; I think that any color sufficiently different from the existing Keen palette will suffice, (Such as yellow-green or orange.) light purple is a pretty good choice as-is, since little purple is used, but it can be difficult to spot in...
- Wed Jan 02, 2008 10:44 am
- Forum: Vorticons Level Editors
- Topic: Mindbelt | The Keener's Editor (version 1.3)
- Replies: 131
- Views: 210831
Sleek, very sleek. As you say this is the editor you want. It handles Ken 1-3 levels with unprecedented versatility and the magic tool, though difficult to set up is brilliant. (It would be nice if there was some way you could set up a line of magic tool in the dat file just by clicking the upper le...
- Sat Dec 22, 2007 1:44 pm
- Forum: Vorticons Requests and Discussion
- Topic: Keen 2 Requests
- Replies: 7
- Views: 9427
Just my luck, MM's dissassembly stuff was a help, the palette changing is separate from the main code, and so we can fill those last two requests! #Stop lights... %patch $6564 $8D $FE #Turning off %patch $656A $67 $FE #Turning on #When we shoot tantalus: %patch $47BD $15 $1C #Lights turn on %patch $...
- Sat Dec 22, 2007 1:40 pm
- Forum: Patches: Keen Must Die!
- Topic: Lightswitch patches
- Replies: 0
- Views: 10542
Lightswitch patches
The final set of lightswitch patches, and yes I probbably could make the lights turn off when Mort is killed, if anyone wants it. #Change lightswitch tile [New tile must have lightswitch propery] %patch $6D76 $0F $01 #Make a new palette and use it for... %patch $19824 $1F $1F $1F $1F $1F $1F $1F $1F...
- Sat Dec 22, 2007 1:34 pm
- Forum: Patches: The Earth Explodes
- Topic: Lights action
- Replies: 0
- Views: 9902
Lights action
Some patches for the Keen 2 light switches: #Change lightswitch tile [New tile must have lightswitch propery] %patch $6518 $0F $01 Don't know if this is already posted, though I'm sure it is. #Make a new palette and use it for... %patch $177C4 $1F $1F $1F $1F $1F $1F $1F $1F $00 $00 $00 $00 $00 $00 ...
- Sat Dec 22, 2007 1:25 pm
- Forum: Patches: Marooned on Mars
- Topic: Lights action
- Replies: 0
- Views: 10374
Lights action
Here's a few patches on lights that people may find interesting: #Change lightswitch tile [New tile must have lightswitch propery] %patch $36D6 $0F $01 I'm sure this is somewhere else, but though I'd include it anyway. #Make a new palette and use it for... %patch $177C4 $1F $1F $1F $1F $1F $1F $1F $...
- Sat Dec 22, 2007 1:05 pm
- Forum: The Mods
- Topic: Christmas Mod II
- Replies: 4
- Views: 8444
- Sat Dec 22, 2007 3:14 am
- Forum: Vorticons Requests and Discussion
- Topic: Keen 2 Requests
- Replies: 7
- Views: 9427
The bridge switch tiles are hardcoded and will only animate if the right tiles are used, but any tile with the bridge property can be used on and off as much as you like, even if it doesn't animate, much like a lightswitch, since these share code. Lightswitch tiles are hardcoded also, but I fear tha...
- Mon Dec 17, 2007 1:04 pm
- Forum: General
- Topic: Need BASIC help
- Replies: 8
- Views: 10647
- Thu Dec 13, 2007 1:52 pm
- Forum: Vorticons Requests and Discussion
- Topic: Keen 2 Requests
- Replies: 7
- Views: 9427
Well, I've done some research and rewritten the tantalus patches here http://levellord.toxicsheep.com/Index/Keen2/T.txt It seems that changing the locations of tiles is more difficult than you'd think since they are replaced using a mix of classical and nonclassical code. What this means is that whi...