Search found 554 matches

by lemm
Fri Mar 07, 2014 5:05 am
Forum: Theory
Topic: Keen 3: best and worst, in personal terms?
Replies: 13
Views: 25610

One of the areas on the map looks like a wang, so the game's got that.
by lemm
Sun Mar 02, 2014 3:53 pm
Forum: CKCM
Topic: Sprite Behaviours in C
Replies: 10
Views: 27770

I can't find it on my computer.

If the PCKF Dropbox is still up, the CKCM uses the same system to generate a patch from C code, so you could try to work backwards from that.
by lemm
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...
by lemm
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 ...
by lemm
Tue Feb 25, 2014 3:13 pm
Forum: Theory
Topic: Save Scummming and Extra Lives
Replies: 29
Views: 50795

This has actually developed into a stimulating topic in actual game theory. I'd like to first recapitulate the problem at hand, and then offer some practical suggestions as to how lives can be used to solve this problem. Ceilick has summarized "the problem," in one sentence, but he has not...
by lemm
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...
by lemm
Thu Sep 05, 2013 2:47 am
Forum: General
Topic: Keen:Modding - Ten Years On
Replies: 19
Views: 22537

Topic #2: viewtopic.php?t=2

(Topic #1 never existed).
by lemm
Wed Jul 17, 2013 8:19 am
Forum: The Mods
Topic: Pirate Keen
Replies: 11
Views: 26410

It locks up when I use the Dosbox debugger, but it works fine using the normal version of dosbox.

Weird.


Also, some levels just load a bunch of garbled tiles and then the game hangs.
by lemm
Thu Apr 11, 2013 3:49 pm
Forum: Coding
Topic: Chocolate Keen (a "port" of Commander Keen 1-3)
Replies: 43
Views: 78291

After a little under two weeks of work, support for episode 2 has been added; hence, the project has now been renamed to "Chocolate Keen." This was a collaborative work between ny00123 and myself. You will need Keen 2 v1.31 to play. If you are downloading the Windows binary package, simply...
by lemm
Wed Apr 03, 2013 9:18 am
Forum: Theory
Topic: 2-Player Netkeen (Platform Game) Duelling Level Design
Replies: 2
Views: 12456

Perhaps "trap" was the wrong word, as that implies there should be a way to run your opponent into a dead end with absolutely no escape, whereas I had more of a dynamic picture in mind. I agree that there should always be a way to escape, but for every escape attempt, there should be a way...
by lemm
Sat Mar 30, 2013 9:17 am
Forum: Coding
Topic: Chocolate Keen (a "port" of Commander Keen 1-3)
Replies: 43
Views: 78291

Is it just me, or does keyboard button 2 refused to be redefined? After I change it to another key, the new key appears, but when I close the F3 menu and open it back up again, it has changed back to ALT.
by lemm
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...
by lemm
Tue Jan 15, 2013 5:49 pm
Forum: Vorticons Requests and Discussion
Topic: TSMusic error
Replies: 3
Views: 5655

Yeah it could be recompiled so that the song buffer size is smaller. I thin it's 32 k atm.


I think if it were to be recompiled as an .exe rather than a .com, you might be able to load it into uppermemory using dosbox.


Meh.
by lemm
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...
by lemm
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...