Search found 888 matches
- Sat Feb 16, 2013 8:11
- Forum: Unofficial Keen Games
- Topic: Why modding? Why not developing an own game (engine)?
- Replies: 24
- Views: 19362
- Fri Feb 15, 2013 20:18
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
I finally got the image loading working. I see you've got the graphics ready, so I'll start rendering playfields. Edit: I'm on board with those gameplay ideas. We'll have to see how they play once I get there. Great!! I hoped you'll like them as much as I do :) I was working literally all day on th...
- Fri Feb 15, 2013 19:19
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
- Fri Feb 15, 2013 16:20
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
Oh, maaan...if you can code such a core engine, just try to imagine what can we do with this thing....Sky (well, and 256 colors :) ) is the limit! After basic 2-player engine is done and debugged - we can add (with relative ease) game modes to enhance the 2-player experience (beside basic straightfa...
- Fri Feb 15, 2013 15:17
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
- Fri Feb 15, 2013 13:43
- Forum: Unofficial Keen Games
- Topic: Why modding? Why not developing an own game (engine)?
- Replies: 24
- Views: 19362
- Fri Feb 15, 2013 13:19
- Forum: Unofficial Keen Games
- Topic: Why modding? Why not developing an own game (engine)?
- Replies: 24
- Views: 19362
Re: Why modding? Why not developing an own game (engine)?
Overall it seems to be a bit unpolite as one of the first posts on the forum. It's like to say " why you're wasting your time here on this lame Keen engine?" - but in different phrasing. But you can't create new enemies with new behaviour..... right? Wrong. I wonder if it wouldn't be bette...
- Fri Feb 15, 2013 8:32
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
Took me a while to understand the frame format of this one (with the help of void spritejug1 in library.h) - and I've got it. Plan your character frame for 19x24 (and theme/powerup tile to 16x16). I'm adjusting the spritesheets accordingly. Note that player death frames are 21(width)x22(height). Mea...
- Fri Feb 15, 2013 0:33
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
- Fri Feb 15, 2013 0:18
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
- Thu Feb 14, 2013 23:32
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
Just for the protocol: Did some brainstorming on the issue to outline our possibilities with this project... Want to share some. If you will remake the enginefrom scratch: Phase 1 is to remake the current BomberKeen features. But with quit button, more comfortable image format, and separate files pe...
- Thu Feb 14, 2013 23:31
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
Here's my suggestion: -A sheet or folder of frames for each player character -A sheet of the level-specific tiles -A sheet of the powerups and any other 16x16 elements that are always the same. Those are already in work - actually already made in such format (see DropBox). It's a separate sheet ins...
- Thu Feb 14, 2013 22:45
- Forum: Unofficial Keen Games
- Topic: [old thread] BomberKEEN
- Replies: 443
- Views: 157854
@DoomJedi: My preference for the graphics is to use sprite sheets and tile sheets. As an artist as well as a coder, I think they're easier to manage, but whatever works for you. Folders aren't an issue. As a Wolf3D modder I'm obviously much more used to separate sprites rather than SpriteSheets, bu...
- Thu Feb 14, 2013 17:06
- Forum: Unofficial Keen Games
- Topic: Keen 10: Mirror Menace
- Replies: 61
- Views: 53558
- Thu Feb 14, 2013 16:55
- Forum: Unofficial Keen Games
- Topic: Keen 10: Mirror Menace
- Replies: 61
- Views: 53558