Search found 554 matches
- Fri Mar 07, 2014 5:05 am
- Forum: Theory
- Topic: Keen 3: best and worst, in personal terms?
- Replies: 13
- Views: 25610
- Sun Mar 02, 2014 3:53 pm
- Forum: CKCM
- Topic: Sprite Behaviours in C
- Replies: 10
- Views: 27770
- Tue Feb 25, 2014 7:44 pm
- Forum: Theory
- Topic: Save Scummming and Extra Lives
- Replies: 29
- Views: 50795
we must question the purpose of death at all This has certainly taken a turn towards the Nihilistic. Heh. It was just a carryover from the arcade machines, which is why the early ID games had the mechanic, but it was removed for Doom and beyond. I think that John Carmack mentioned this in the Wolf3...
- Tue Feb 25, 2014 4:24 pm
- Forum: Theory
- Topic: Save Scummming and Extra Lives
- Replies: 29
- Views: 50795
I thought that this idea was particularly good, so I made a new post for it. Here's a concrete example of how you could try to perpetuate a positive optimism balance: The goal of the game is to collect 100 Keencoins. No matter how many levels that you have completed, you always have a chance to get ...
- Tue Feb 25, 2014 3:13 pm
- Forum: Theory
- Topic: Save Scummming and Extra Lives
- Replies: 29
- Views: 50795
- Fri Dec 27, 2013 11:56 pm
- Forum: CKCM
- Topic: Switching to Chocolate Keen
- Replies: 11
- Views: 34056
Switching to Chocolate Keen
Since this mod has been in a rut for the last couple of years (mainly because I got distracted by Netkeen and then other Galaxy stuff), I suggest "porting" it to 32-bit, since we can now take advantage of the Chocolate Keen codebase. There are a number of advantages to doing this: 1. Far e...
- Thu Sep 05, 2013 2:47 am
- Forum: General
- Topic: Keen:Modding - Ten Years On
- Replies: 19
- Views: 22537
- Wed Jul 17, 2013 8:19 am
- Forum: The Mods
- Topic: Pirate Keen
- Replies: 11
- Views: 26410
- Thu Apr 11, 2013 3:49 pm
- Forum: Coding
- Topic: Chocolate Keen (a "port" of Commander Keen 1-3)
- Replies: 43
- Views: 78291
- Wed Apr 03, 2013 9:18 am
- Forum: Theory
- Topic: 2-Player Netkeen (Platform Game) Duelling Level Design
- Replies: 2
- Views: 12456
- Sat Mar 30, 2013 9:17 am
- Forum: Coding
- Topic: Chocolate Keen (a "port" of Commander Keen 1-3)
- Replies: 43
- Views: 78291
- Wed Mar 27, 2013 4:56 am
- Forum: Theory
- Topic: 2-Player Netkeen (Platform Game) Duelling Level Design
- Replies: 2
- Views: 12456
2-Player Netkeen (Platform Game) Duelling Level Design
I just wanted to share a few points about Netkeen duelling level design that I've tried to incorporate into the latest levels I've made for the Vorticons level pack. The observation that I have made after playing hundreds of rounds of Netkeen is that a player in pursuit of his opponent is putting hi...
- Tue Jan 15, 2013 5:49 pm
- Forum: Vorticons Requests and Discussion
- Topic: TSMusic error
- Replies: 3
- Views: 5655
- Thu Jan 03, 2013 1:50 am
- Forum: Galaxy Requests and Discussion
- Topic: that semi-transparent effect
- Replies: 11
- Views: 11469
In Vorticons, graphics are drawn in the order normal tiles, sprites, foreground/masked tiles and sliding doors. In Vorticons, the masked tiles actually do the ANDing on a per-plane basis. That means the red plane of the masking tile will AND with the red plane of whatever was behind that tile, the b...
- Wed Jan 02, 2013 2:16 pm
- Forum: Galaxy Requests and Discussion
- Topic: that semi-transparent effect
- Replies: 11
- Views: 11469
For sprites and masked tiles in Galaxy, first the mask plane is ANDed with whatever it is being drawn atop. That means if the mask is 0 (black) the whatever-is-there is erased (to blackness), and if it is 1 (white) the whatever-is-there is not erased. After that, each of the four color planes are OR...