Search found 996 matches
- Sat Aug 08, 2020 11:06 am
- Forum: Other Tools
- Topic: Musical Notes in KeenFx
- Replies: 1
- Views: 8744
Re: Musical Notes in KeenFx
This is neat. Cool to actually hear of KeenFX in use by someone other than me.
- Sat Aug 08, 2020 11:02 am
- Forum: CKCM
- Topic: Concept art by Scizor CT
- Replies: 6
- Views: 27598
Re: Concept art by Scizor CT
Huh, been a while since I dropped in here. Nice to see some activity and the old scans. This project has been on my mind a bit over the past few years. I was thinking of hacking out some of the more complex parts of the storyline (such as the slugs vs licks quandary) and then taking a more abstract ...
- Wed Apr 08, 2020 1:16 pm
- Forum: Vorticons Requests and Discussion
- Topic: Flight to Earth - straight vertical fall
- Replies: 1
- Views: 8387
Flight to Earth - straight vertical fall
I'm trying to transform the flight to earth sequence to simply place the ship sprite stationary in the middle of the screen as the screen pans downwards some distance. Ideally the sprite should continue to fall for about a quarter of the screen when it stops at the bottom, but this is not essential....
- Thu Jan 25, 2018 5:29 am
- Forum: General
- Topic: "Luna", a Keen4 Mod in progress
- Replies: 13
- Views: 25825
Re: TSRMusic requirements 286?
I always thought Keen required 286 minimum. Surprising to see it running on 8086 specs. Does tsrmus give you any kind of error when you try to run it? I wonder if there's anything around for modifying Paragon. It was a Gamer's Edge/Softdisk game made using the same tools as Keen. At least level edit...
- Tue Jan 16, 2018 3:57 am
- Forum: Vorticons Requests and Discussion
- Topic: Only one frame of an animating tile kills Keen?
- Replies: 9
- Views: 17137
Re: Only one frame of an animating tile kills Keen?
Maybe you could patch the chain sprite to kill Keen on contact and set an animation sequence with one of the frames having a higher bounding box, then place it one tile below the ground...
- Tue Aug 22, 2017 7:36 am
- Forum: CKCM
- Topic: Simplification 2017
- Replies: 1
- Views: 19004
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...
- Sun Jul 23, 2017 12:13 am
- Forum: General
- Topic: Keen Modding IRC Channel
- Replies: 8
- Views: 39778
- Sun Jul 02, 2017 10:46 am
- Forum: General
- Topic: How to modify graphics in your own mod?
- Replies: 12
- Views: 24063
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...
- Sun Jun 25, 2017 7:33 am
- Forum: General
- Topic: How to modify graphics in your own mod?
- Replies: 12
- Views: 24063
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 th...
- Sat Jun 24, 2017 12:23 am
- Forum: General
- Topic: How to modify graphics in your own mod?
- Replies: 12
- Views: 24063
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.
- Thu Jun 22, 2017 2:55 am
- Forum: General
- Topic: Welcome to the migrated Keen: Modding forum!
- Replies: 9
- Views: 39640
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.
- Wed Jun 21, 2017 6:47 am
- Forum: Theory
- Topic: DISCUSSION: Keen 6 level design.
- Replies: 93
- Views: 178343
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...
- Thu Mar 23, 2017 12:43 am
- Forum: Theory
- Topic: DISCUSSION: Keen 6 level design.
- Replies: 93
- Views: 178343
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 ...
- Sat Mar 18, 2017 6:39 am
- Forum: The Mods
- Topic: Keendroid Undergound (Minimod)
- Replies: 2
- Views: 11596
Re: Keendroid Undergound (Minimod)
Heh, completely forgot I'd posted it here. Fixed all the things.
- Tue Mar 14, 2017 1:14 pm
- Forum: The Mods
- Topic: Keendroid Undergound (Minimod)
- Replies: 2
- Views: 11596
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...