Search found 1080 matches

by XkyRauh
Tue Aug 09, 2016 12:59 am
Forum: Vorticons Requests and Discussion
Topic: A Vorticon Mom problem.
Replies: 6
Views: 8293

I thought the Vortimom's shot already couldn't harm other Vortimoms? Or are you talking about changing the collision?
by XkyRauh
Thu Jul 28, 2016 3:21 am
Forum: Theory
Topic: Standing On The Bottom Edge of The Screen
Replies: 4
Views: 14243

I don't like it, because it feels dishonest.

If there are visual clues to cue the observant player into the safety of the pit, then I suppose it is okay. (CheesyDave did so in his Zelda II mod, with the winking pillars)
by XkyRauh
Wed Feb 03, 2016 4:59 am
Forum: General
Topic: Apologies for the outage!
Replies: 5
Views: 8669

Apology accepted. Thank you for restoring things! :)
by XkyRauh
Fri Feb 28, 2014 5:17 am
Forum: Theory
Topic: Save Scummming and Extra Lives
Replies: 29
Views: 50800

The Wii game " Kirby's Epic Yarn " was impossible to lose. A player never lost a life or was kicked out of a level for failing to meet an objective. In each level were point-like items the player was tasked with collecting, and at the end of the level, the items were tallied and a reward w...
by XkyRauh
Tue Jan 21, 2014 4:33 am
Forum: General
Topic: SGA text-mode font
Replies: 3
Views: 11042

This is neat. :)
by XkyRauh
Tue Dec 31, 2013 2:33 am
Forum: The Mods
Topic: Martatroid
Replies: 10
Views: 22753

No, unfortunately. :(
by XkyRauh
Sun Dec 15, 2013 3:56 am
Forum: The Mods
Topic: Martatroid
Replies: 10
Views: 22753

It was done by my buddy CheesyDave. :)
by XkyRauh
Sat Sep 14, 2013 7:53 am
Forum: General
Topic: Keen:Modding - Ten Years On
Replies: 19
Views: 22537

I recall playing a Keen4 level made by Xky, which I am pretty sure was made before TED5 and which I probably played in 2002. Does anyone remember this level or know anything about it? Wasn't me! I made a big, ugly Keen1 level called "Xky's Massive Level" or something like that, which had ...
by XkyRauh
Mon Jun 10, 2013 2:35 am
Forum: The Mods
Topic: [Keen2 mod] Moons of Morkador (Unfinished WiP?)
Replies: 15
Views: 38645

There's a definite atmosphere to your levels! Things flow from one area to another very naturally, without feeling like set pieces. Nice work with the area design!
by XkyRauh
Sat Feb 16, 2013 7:58 pm
Forum: General
Topic: Tom Hall: WORLDS of WANDER plus Secret Spaceship Club!
Replies: 5
Views: 8586

I'm in at the $500 NPC level. There's two weeks left and it's barely 10% of the way there... not looking too good. :(
by XkyRauh
Wed May 23, 2012 1:01 am
Forum: Theory
Topic: DISCUSSION: VANITY: Keen 0 Postmortem (Levels)
Replies: 4
Views: 17876

Huh! I guess I'm in the same boat. I saw "Keen0" and thought "I've got that one in my mods folder, let's go!" but it turns out I didn't! I downloaded it and I'll play through the levels as we cover them here. Unlike Benvolio, I've got nothing against the cyan color as a backgroun...
by XkyRauh
Sat May 12, 2012 6:15 pm
Forum: Theory
Topic: Keen 3: best and worst, in personal terms?
Replies: 13
Views: 25619

While writing the walkthrough for my Keen FAQ, by and far the most frustrating level for me was Fort Vorta Bella (despite what the KeenWiki may say). It may be short, but having to grab the blue key, and then jump across 1-tile platforms over water while being assaulted by Grunts, Youths, and and l...
by XkyRauh
Thu Sep 01, 2011 11:09 pm
Forum: Theory
Topic: Keen 1 Vorticon Placement
Replies: 6
Views: 17740

First of all, this is a superb topic choice. Vorticons are far and away the most versatile enemy Keen has ever faced, and utilizing them is a tricky business. They're smart, but not all THAT smart, and they're tough but not all that durable. There's a sweet spot that is nigh-impossible to define, bu...
by XkyRauh
Sun Aug 28, 2011 1:36 pm
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 173281

Considering that Keen5's levels were actually designed AFTER Keen6's, it makes sense that the "label your switches" rule was more developed at that time. In the absence of an A/B/C/D labeling system, the U/D hint works just as well--it lets the player whose sole goal is to reach the ending...
by XkyRauh
Fri Aug 19, 2011 11:07 pm
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 173281

You can pass through the electricity gates on hard mode by use of the Gik. I like that little trick. You can also Impossible Pogo past it on Easy, leaving Normal as the one mode without a shortcut. This has always been one of my favorite Keen levels, and I can't really put a finger on why. There's ...