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	<title>Keen: Modding</title>
	<link>http://www.keenmodding.org//</link>
	<description>All the modding info you'll ever need</description>
	<managingEditor>andy@durdin.net</managingEditor>
	<webMaster>andy@durdin.net</webMaster>
	<lastBuildDate>Tue, 09 Mar 2010 20:49:37 GMT</lastBuildDate>
<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14678#14678</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=292&quot; target=&quot;_blank&quot;&gt;Deltamatic&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 8:08 pm (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;So he needs hardware. Think he'd get it faster if we covered the cost via PayPal?
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14677#14677</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=280&quot; target=&quot;_blank&quot;&gt;pizza2004&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 1:59 pm (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;&lt;a href=&quot;http://tomtomtom.wordpress.com/toms-work/&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;http://tomtomtom.wordpress.com/toms-work/&lt;/a&gt; Scroll to the bottom and we talk about it down there.  (On a side note, isn't it so cool how we can just talk to Tom Hall like that?)
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14672#14672</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=292&quot; target=&quot;_blank&quot;&gt;Deltamatic&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 2:19 am (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;So...&amp;#13;&amp;#10;&lt;a href=&quot;http://en.wikipedia.org/wiki/Holy_Grail&quot; target=&quot;_blank&quot; class=&quot;postlink&quot;&gt;The actual source code&lt;/a&gt; is coming?
&lt;/span&gt;&lt;br /&gt;
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</item>
<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14668#14668</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=280&quot; target=&quot;_blank&quot;&gt;pizza2004&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 6:07 pm (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I'm not joking, I can give you a link to prove it (I would now, but I'm at school so it is blocked) and I have emails from John Romero.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14666#14666</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 3:06 pm (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:3e6568bd51=&amp;#38;quot;pizza2004&amp;#38;quot;]Great news!  Tom Hall found some old SyQuest cartridges with &amp;#38;amp;quot;Keen Source&amp;#38;amp;quot; written on them.  Hopefully that is the original source code to most of the games.  If it had all 7 games then we would really be home free, and it would make a huge difference in the modding community.&amp;#13;&amp;#10;&amp;#13;&amp;#10;We'll just have to wait and see what happens.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;Oh, don't play with us.... hope it's not a joke.
&lt;/span&gt;&lt;br /&gt;
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	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14665#14665</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=280&quot; target=&quot;_blank&quot;&gt;pizza2004&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 2:04 pm (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Great news!  Tom Hall found some old SyQuest cartridges with &amp;#38;amp;quot;Keen Source&amp;#38;amp;quot; written on them.  Hopefully that is the original source code to most of the games.  If it had all 7 games then we would really be home free, and it would make a huge difference in the modding community.&amp;#13;&amp;#10;&amp;#13;&amp;#10;We'll just have to wait and see what happens.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14602#14602</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 01, 2010 8:19 am (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I'd be interested in those as I have accidentally activated them once or twice. (Also I'm wondering if the screenshot code that makes KEENSCRN.PIC files is functional?)
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14600#14600</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 01, 2010 5:45 am (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Really? That's awesome. Did you email him recently? I would imagine many people have asked him to release the keen source.&amp;#13;&amp;#10;&amp;#13;&amp;#10;(I can tell you that there are mouse and demo functions that were never used. =) )
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14599#14599</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=280&quot; target=&quot;_blank&quot;&gt;pizza2004&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 01, 2010 5:38 am (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Lol, okay, it is fine if we don't get it.  On a brighter note, John Romero may actually have a copy of all the original source code, which means we may still have a chance at it getting released open source!
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14598#14598</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 01, 2010 5:28 am (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;For vorticons, this would not be difficult at all.  Keen1 is pretty much &amp;#38;amp;quot;figured out&amp;#38;amp;quot;, so that would take little time, and likely not very long for keens 2 and 3 either.&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;For galaxy.. there is that keen4 disassembly, and that's all I can tell you.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>General :: re: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14597#14597</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;CommanderSpleen&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 01, 2010 1:28 am (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Only through reverse engineering. Between Napalm and Lemm they can definitely figure out the physics, it's just a matter of whether they have the inclination and time.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>General :: Original C Code Please</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1332&amp;p=14595#14595</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=280&quot; target=&quot;_blank&quot;&gt;pizza2004&lt;/a&gt;&lt;br /&gt;
Subject: Original C Code Please&lt;br /&gt;
Posted: Mon Mar 01, 2010 12:22 am (GMT 0)&lt;br /&gt;
Topic Replies: 11&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;How difficult would it be to get the original code for the physics and the AI of all 7 games?  We could use this to make Commander Genius virtually identical to the originals, without having to mess around with it too much!&amp;#13;&amp;#10;&amp;#13;&amp;#10;Just wondering, because I know that these are two areas where we have the most trouble with creating properly.
&lt;/span&gt;&lt;br /&gt;
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	<title>Galaxy Requests and Discussion :: re: Keen: Galaxy editor - it's coming</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1027&amp;p=14676#14676</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=280&quot; target=&quot;_blank&quot;&gt;pizza2004&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 1:57 pm (GMT 0)&lt;br /&gt;
Topic Replies: 50&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Okay, never mind then!
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Galaxy Requests and Discussion :: re: Keen: Galaxy editor - it's coming</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1027&amp;p=14673#14673</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=260&quot; target=&quot;_blank&quot;&gt;Draik&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 5:44 am (GMT 0)&lt;br /&gt;
Topic Replies: 50&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;whee.&amp;#13;&amp;#10;&amp;#13;&amp;#10;I'm pretty sure it's written in Euphoria. And if I recall, CK Guy misplaced the source for TPT some while ago.
&lt;/span&gt;&lt;br /&gt;
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<item>
	<title>Galaxy Requests and Discussion :: re: Keen: Galaxy editor - it's coming</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1027&amp;p=14669#14669</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=280&quot; target=&quot;_blank&quot;&gt;pizza2004&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 6:42 pm (GMT 0)&lt;br /&gt;
Topic Replies: 50&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Um, I know thi topic is old, but I'm just wondering what ever happened to this?  What language was it written in?  Could I maybe obtain the source code?
&lt;/span&gt;&lt;br /&gt;
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	<title>Marooned on Mars: Patches :: re: PATCH: Sprites function even when not on screen</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1317&amp;p=14675#14675</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 6:30 am (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Cool :)
&lt;/span&gt;&lt;br /&gt;
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	<title>Marooned on Mars: Patches :: re: PATCH: Sprites function even when not on screen</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1317&amp;p=14674#14674</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 09, 2010 6:18 am (GMT 0)&lt;br /&gt;
Topic Replies: 2&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Related; this patch makes allowances for ice cubes.&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Code:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;code&quot;&gt;%ext ck1&amp;#13;&amp;#10;%version 1.31&amp;#13;&amp;#10;&amp;#13;&amp;#10;#Existing ice cubes continue flight even offscreen&amp;#13;&amp;#10;%patch $3340 $83 $3E $20 $82 $09 $7C $13 $83 $3E $20 $82 $0F $74 $0C $90&amp;#13;&amp;#10;&amp;#13;&amp;#10;#Cannon fires, even offscreen, only makes shooting sound while onscreen&amp;#13;&amp;#10;%patch $207A $28 #4A&amp;#13;&amp;#10;%patch $2084 $1E #40&amp;#13;&amp;#10;%patch $208F $13 #35&amp;#13;&amp;#10;%patch $2099 $09 #2B&amp;#13;&amp;#10;&amp;#13;&amp;#10;#Cube doesn't make smash sound&amp;#13;&amp;#10;%patch $229D $90 $90 $90&amp;#13;&amp;#10;&amp;#13;&amp;#10;%end&amp;#13;&amp;#10;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14671#14671</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 11:11 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I like both!  We could make a bunch of trolley lines for #2, and put them in the tree village.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14670#14670</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=298&quot; target=&quot;_blank&quot;&gt;Dr. Kylstein&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 6:53 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:16147220ff=&amp;#38;quot;lemm&amp;#38;quot;]We have a lot of very nicely drawn enemies, but what about &amp;#38;amp;quot;inorganic&amp;#38;amp;quot; sprites, for lack of a better word.  I am talking about platforms, spears, cannons and the like.  Interestingly, the same platform code in keens2/3 is in keen1, but it was just never used.  Also, the meep-style push is in keen1.  We can have &amp;#38;amp;quot;pusher&amp;#38;amp;quot; and &amp;#38;amp;quot;carrier&amp;#38;amp;quot; type sprites with minimal extra programming.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;What did you have in mind for platforms? Something like this?&amp;#13;&amp;#10;&lt;img src=&quot;http://dl.dropbox.com/u/4217921/DrKylstein-keen4_platform.png&quot; border=&quot;0&quot; /&gt;&amp;#13;&amp;#10;or maybe this?&amp;#13;&amp;#10;&lt;img src=&quot;http://dl.dropbox.com/u/4217921/Drkylstein-platform_concept.png&quot; border=&quot;0&quot; /&gt;
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14667#14667</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 3:48 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:2e29287f4c=&amp;#38;quot;lemm&amp;#38;quot;]&amp;#13;&amp;#10;As an example function, I would like to do that Janitor bird, as everyone (including me) likes it, and its behaviour is simple enough.    I can start coding right away.  Do you want to then complete ALL the frames for the janitor bird?  I will add it into the first quasi-official test mod.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;img src=&quot;http://www.imagechicken.com/uploads/1268067221025498800.gif&quot; border=&quot;0&quot; /&gt;
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14664#14664</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 8:00 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:e185912e2c=&amp;#38;quot;levellass&amp;#38;quot;]I should like to help, but I had assumed that sprite art was now the sole domain of DoomJedi.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;On the contrary...couldn't be farther from the truth. Especially as I'm new in Keen art and modding...and there are many things and skills I lack relative to Keen-style art. I do seem to handle the enemies fair nicely, but tiles, backgrounds....theme art....all of the level art beside enemies - I haven't even touched that yet.&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;odd sprite or two in the dropbox folder, but have not considered that there was a need for my input. Don't we have sprites enough now?&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;Did you look at the themes list? We lack art for most themes...artwork on community work has just started :)
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14661#14661</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 08, 2010 6:29 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I should like to help, but I had assumed that sprite art was now the sole domain of DoomJedi. I have put the odd sprite or two in the dropbox folder, but have not considered that there was a need for my input. Don't we have sprites enough now?
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14659#14659</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 3:54 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Janitor bird lacks only death frames does it? Ok...I'll work something out.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Some other enemies (like that swirled snake) looks like Gargs of a sort...don't see why they can't be coded in as well.&amp;#13;&amp;#10;&amp;#13;&amp;#10;The Tank-clones are there as well, and not so hard to code it.&amp;#13;&amp;#10;&amp;#13;&amp;#10;P.S. Don't forget to make a palette change to remap Dark Red to Brown, and add &amp;#38;amp;quot;MS-Paint&amp;#38;amp;quot; Orange to the palette, intead of Dark Red.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14658#14658</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 3:03 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;For sprite patching, we are going to write behaviours in C.  Several people seem to be interested in writing code.  Sprites aren't going to be &amp;#38;amp;quot;replaced&amp;#38;amp;quot; in the traditional modding sense; entirely new functions will be created or adapted from the available pseudo-C code.  (We will leave a few core game functions alone: gravity, tile collisions, door sliding, ceiling checking, and so forth)  Of course, the actual game engine (graphics, sound, text display, all of that) will be largely untouched from the original, so it still is very much a keen mod.&amp;#13;&amp;#10;&amp;#13;&amp;#10;As an example function, I would like to do that Janitor bird, as everyone (including me) likes it, and its behaviour is simple enough.    I can start coding right away.  Do you want to then complete ALL the frames for the janitor bird?  I will add it into the first quasi-official test mod.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14656#14656</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 1:29 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I seem to be the only artist currently working for the mod, and it's hard...I can sure use some help...especially in areas I have less experience in, like nice Keen 4 tiles and backgrounds. Now about current tileset - is all are in it - to be used, or some are just placeholder/leftover from Keen 1 tileset?&amp;#13;&amp;#10;We have the Slug Village tiles and some cool backrounds...many enemies..why can't we make a test level already? Base engine....It'll also tell us which art types/thems we most lack right now.&amp;#13;&amp;#10;&amp;#13;&amp;#10;We have Janitor bird that can push. Maybe minifrogs can push too...now about 4-directional Meep - it can sure be invented :)&amp;#13;&amp;#10;&amp;#13;&amp;#10;...there is no visual codig/patching progress as well...unless is on IRC only...and no active thread on patching progress, and about which enemies can be implemented patch-wise and how.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14655#14655</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Sun Mar 07, 2010 1:19 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;We have a lot of very nicely drawn enemies, but what about &amp;#38;amp;quot;inorganic&amp;#38;amp;quot; sprites, for lack of a better word.  I am talking about platforms, spears, cannons and the like.  Interestingly, the same platform code in keens2/3 is in keen1, but it was just never used.  Also, the meep-style push is in keen1.  We can have &amp;#38;amp;quot;pusher&amp;#38;amp;quot; and &amp;#38;amp;quot;carrier&amp;#38;amp;quot; type sprites with minimal extra programming.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14649#14649</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=292&quot; target=&quot;_blank&quot;&gt;Deltamatic&lt;/a&gt;&lt;br /&gt;

Posted: Fri Mar 05, 2010 11:42 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I like the flaming while jumping--it differentiates it from the original Keen 4 licks.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14647#14647</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Fri Mar 05, 2010 5:39 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:b145309e1d=&amp;#38;quot;Tulip&amp;#38;quot;]The normal lick has just too many wrinkles imo. It works for the king, and you don't see them on the helmeted lick (which looks awesome btw), but I would suggest to remove some of those wrinkle details on the normal one.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;Sure can be considered....I just wanted to give new Lick a more unique look from original one.&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;Also your frames let the lick breathe fire when he jumps, yet the original one jumps without flame, and breathes only on the ground. Not that this is bad per se, but we have to think about how to use it.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;Interesting, indeed didn't notice that. Thanks :)&amp;#13;&amp;#10;I can try to fix the frames....
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14645#14645</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=258&quot; target=&quot;_blank&quot;&gt;Tulip&lt;/a&gt;&lt;br /&gt;

Posted: Fri Mar 05, 2010 3:34 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;The normal lick has just too many wrinkles imo. It works for the king, and you don't see them on the helmeted lick (which looks awesome btw), but I would suggest to remove some of those wrinkle details on the normal one.&amp;#13;&amp;#10;Also your frames let the lick breathe fire when he jumps, yet the original one jumps without flame, and breathes only on the ground. Not that this is bad per se, but we have to think about how to use it.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14643#14643</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Fri Mar 05, 2010 10:10 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Yeah, 2-hit lick guard is nice idea too...though it'll make him one of more feircefull enemies....
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14641#14641</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Fri Mar 05, 2010 9:18 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Nice lick; it has a &lt;span style=&quot;font-style: italic&quot;&gt;very&lt;/span&gt; stern brow.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Idea for the downgrading: if keen shoots an armoured sprite, it spawns an empty armour/helmet sprite which just falls to the ground, or flies off in some direction.  And like levellass said, armoured sprite --&amp;#38;amp;gt; unarmoured sprite.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14640#14640</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Fri Mar 05, 2010 8:49 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Cool ideas :)
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14634#14634</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Fri Mar 05, 2010 1:26 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;That sounds like a good idea, and easy to do too, I believe it's even been done before (Shot Garg -&amp;#38;amp;gt; Yorp)
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14633#14633</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;CommanderSpleen&lt;/a&gt;&lt;br /&gt;

Posted: Fri Mar 05, 2010 12:50 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:68e7557557=&amp;#38;quot;Doomjedi&amp;#38;quot;]Maybe they will need more than 1 shot to be stun?&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;Sounds good. Maybe they could downgrade from jousting slug to armored slug to naked slug as they're shot?
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14631#14631</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=250&quot; target=&quot;_blank&quot;&gt;shikadi&lt;/a&gt;&lt;br /&gt;

Posted: Thu Mar 04, 2010 5:25 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;i like those knight helmet-lick.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14630#14630</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Thu Mar 04, 2010 3:59 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I think Slugs Spear-Guards should move very fast to make it a very fast attack. Maybe they will need more than 1 shot to be stun?
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14625#14625</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Thu Mar 04, 2010 7:22 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Thank you, guys :)&amp;#13;&amp;#10;&amp;#13;&amp;#10;...improved the sprites a bit.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14624#14624</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;CommanderSpleen&lt;/a&gt;&lt;br /&gt;

Posted: Thu Mar 04, 2010 4:43 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Those guys are perfect! Those licks look most imperial. And the slugs manage to retain their zaniness.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14620#14620</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=220&quot; target=&quot;_blank&quot;&gt;levellass&lt;/a&gt;&lt;br /&gt;

Posted: Thu Mar 04, 2010 4:28 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Would helmeted slugs be anything like the Helmutts in the Medivo level of Jazz Jackrabbit? (Or possibly the Armor-doofi of the battleships levels.)
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14615#14615</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Wed Mar 03, 2010 1:23 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Started working on the Slug Guard concept. &amp;#13;&amp;#10;&amp;#13;&amp;#10;Also behold a new Lick art concept :) Also made a Lick Guard and Lick King :) Though livk king can be made much larger than normal lick&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;img src=&quot;http://img519.imageshack.us/img519/4728/cmoddjbmp2.gif&quot; border=&quot;0&quot; /&gt;
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14614#14614</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Wed Mar 03, 2010 10:53 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:93a4b22701=&amp;#38;quot;CommanderSpleen&amp;#38;quot;]&amp;#13;&amp;#10;Actually, the above was intended as reference to slugs. For licks, since they don't have arms a shield probably wouldn't work. Maybe they could have a helmet that opens for them to breathe fire, at which point they're vulnerable to being shot in the face. &amp;#13;&amp;#10;&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;Cool idea...Medeaval-type helmets :)&amp;#13;&amp;#10;Will do :)&amp;#13;&amp;#10;&amp;#13;&amp;#10;BTW slugs don't have arms as well...
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14612#14612</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;CommanderSpleen&lt;/a&gt;&lt;br /&gt;

Posted: Wed Mar 03, 2010 9:47 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Original Keen 4 art could work, but I think the visual style of this mod is shaping up to be sufficiently different as to warrant a redraw.&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;What to put on soldiers? Helmets or Armor or Weaponry/Spear/axe? ....Shild for defence of Keen shots?&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;Armor would probably be sufficient. A shield could be interesting if we can make one side of the sprite invincible to the stunner so you have to use a similar tactic as for the Flect in Keen 6.&amp;#13;&amp;#10;&amp;#13;&amp;#10;Actually, the above was intended as reference to slugs. For licks, since they don't have arms a shield probably wouldn't work. Maybe they could have a helmet that opens for them to breathe fire, at which point they're vulnerable to being shot in the face. Again, this is dependent on whether sprites can be affected differently based on the direction from which they're shot.&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;When you said &amp;#38;amp;quot;monocular&amp;#38;amp;quot;, I pictured it with a monocle and top hat&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;That's exactly what I was thinking. We so need one of those too. XD
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14611#14611</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=260&quot; target=&quot;_blank&quot;&gt;Draik&lt;/a&gt;&lt;br /&gt;

Posted: Wed Mar 03, 2010 7:37 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;When you said &amp;#38;amp;quot;monocular&amp;#38;amp;quot;, I pictured it with a monocle and top hat.&amp;#13;&amp;#10;&amp;#13;&amp;#10;It was silly.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14610#14610</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=278&quot; target=&quot;_blank&quot;&gt;lemm&lt;/a&gt;&lt;br /&gt;

Posted: Wed Mar 03, 2010 7:22 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;hahaha, I love that monocular worm.  Very comical.
&lt;/span&gt;&lt;br /&gt;
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14609#14609</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Wed Mar 03, 2010 6:27 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;[quote:6cbfa7aa24=&amp;#38;quot;Deltamatic&amp;#38;quot;]Slugs and Slug kids are fully animated enemies.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;How should lick in our mod differ from Keen 4 lick? Can't we just use the Keen 4 art for him? It's not too many unique ways to draw a ball, you know....you should we make/invent a different kind of attack for him and so different frames?&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;The Slug king can just be one frame of him sitting imperiously.&lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;On a trone? Can you be more detailed?&amp;#13;&amp;#10;&amp;#13;&amp;#10;&amp;#13;&amp;#10;&lt;/span&gt;&lt;table width=&quot;90%&quot; cellspacing=&quot;1&quot; cellpadding=&quot;3&quot; border=&quot;0&quot; align=&quot;center&quot;&gt;&lt;tr&gt; 	  &lt;td&gt;&lt;span class=&quot;genmed&quot;&gt;&lt;b&gt;Quote:&lt;/b&gt;&lt;/span&gt;&lt;/td&gt;	&lt;/tr&gt;	&lt;tr&gt;	  &lt;td class=&quot;quote&quot;&gt;We could have Lick citizens and Lick soldiers that are fully animated enemies (no kids), &lt;/td&gt;	&lt;/tr&gt;&lt;/table&gt;&lt;span class=&quot;postbody&quot;&gt;&amp;#13;&amp;#10;What to put on soldiers? Helmets or Armor or Weaponry/Spear/axe? ....Shild for defence of Keen shots?
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14608#14608</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=292&quot; target=&quot;_blank&quot;&gt;Deltamatic&lt;/a&gt;&lt;br /&gt;

Posted: Tue Mar 02, 2010 9:36 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Slugs and Slug kids are fully animated enemies. The Slug king can just be one frame of him sitting imperiously.&amp;#13;&amp;#10;We could have Lick citizens and Lick soldiers that are fully animated enemies (no kids), and a Lick king that's one non-moving picture. (Iron crown, instead of gold?)
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14601#14601</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 01, 2010 6:35 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;You mean like fully animated enemies? or sprites...or animated sprites...?
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14596#14596</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=5&quot; target=&quot;_blank&quot;&gt;CommanderSpleen&lt;/a&gt;&lt;br /&gt;

Posted: Mon Mar 01, 2010 1:27 am (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;I'd say both licks and slugs will behave similarly to their Keen 4 counterparts.&amp;#13;&amp;#10;&amp;#13;&amp;#10;We need one of each with a crown.
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14593#14593</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=237&quot; target=&quot;_blank&quot;&gt;doomjedi&lt;/a&gt;&lt;br /&gt;

Posted: Sun Feb 28, 2010 8:43 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Indeed...I still have to animate the Devil though.&amp;#13;&amp;#10;&amp;#13;&amp;#10;What is the concept for the licks? They are just blue balls, what can you do with them?
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	<title>Keen Community Mod :: re: Sprite thread</title>
	<link>http://www.keenmodding.org/viewtopic.php?t=1147&amp;p=14592#14592</link>
	<description>Author: &lt;a href=&quot;http://www.keenmodding.org//profile.php?mode=viewprofile&amp;u=292&quot; target=&quot;_blank&quot;&gt;Deltamatic&lt;/a&gt;&lt;br /&gt;

Posted: Sun Feb 28, 2010 6:33 pm (GMT 0)&lt;br /&gt;
Topic Replies: 233&lt;br /&gt;&lt;br /&gt;
&lt;span class="postbody"&gt;Probably enough for the whole mod. (Except we still need Licks.)
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