Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

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T-Squared
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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by T-Squared » Thu Oct 25, 2018 20:41

Oof, 3 Years since I posted here? Dang.

Anyways, yes, Cosmo II has been in-progress in the interim, but it's mostly been hacking graphics together with a loose plan. (But lots of progress has been made.) Other problems included me losing my subscription to Adobe in 2017, but getting my editing ability back earlier this year when I received a new-old-enough computer to run my previous version of Adobe Fireworks (for making the graphics) and Photoshop (for converting the graphics).

I picked up some new drawing techniques for the graphics, thanks to my time working on Atroxian Realm's story graphics (which reminds me... I really need to finish the one story image that Gridlock wanted me to do... plus the extra image I wanted to put in the help file.)

Even better, I found ways to optimize the tilesets for the game. I got rid of a few unimportant tiles that I didn't need and replaced them with better tiles, but there are still some empty spots that really can't be used.

I haven't been looking for music composers (even though I have some songs written, converted, and adding already) or level designers yet because I would like to get the graphics finished first, although at my pace, it's very slow and grueling. Plus, some story characters haven't even been designed yet.

I would put a preview of the graphics here, but I can't do that yet either because of the forum settings.

Despite all that, I'm proud of the progress that has been made, and Episode 1's complete tileset (masked and unmasked) is finally complete!
Cosmo II: HUMANIZED!!! Progress:
Graphics: 15% Complete
Story: 100% Complete
Music: 5% Complete
Programming Modifications: ??% Complete

http://www.tsqproductions.com

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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by Roobar » Sun Oct 28, 2018 11:00

Oof! When I saw you posted in this topic, I thought I would read:
T-Squared wrote:
Thu Oct 25, 2018 20:41
finally complete!
Was not disappointed.

Btw what do you mean with not being able to put preview because of forum settings?

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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by Nisaba » Sun Oct 28, 2018 13:34

T-Squared wrote:
Thu Oct 25, 2018 20:41
[...] I picked up some new drawing techniques for the graphics, thanks to my time working on Atroxian Realm's story graphics (which reminds me... I really need to finish the one story image that Gridlock wanted me to do... plus the extra image I wanted to put in the help file.)
[...]
yeah! do the missing Atroxian graphics. I'm really eager to see what they'll look like.
"We have come to conquer you all and bring you lots of candy!" | about me | my current project: play Keen mods on a GameBoy |

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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by Fleexy » Mon Oct 29, 2018 1:42

The upload-image functionality is disabled (and to my knowledge always has been), but you can always host the images somewhere else (I like Imgur) and embed them with [img] tags.

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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by T-Squared » Mon Oct 29, 2018 5:37

Roobar wrote:
Sun Oct 28, 2018 11:00
Oof! When I saw you posted in this topic, I thought I would read:
T-Squared wrote:
Thu Oct 25, 2018 20:41
finally complete!
Was not disappointed.

Btw what do you mean with not being able to put preview because of forum settings?
Well, I'm having to do a lot by myself with a game engine that hasn't been studied yet. These graphics are NOT easy, and I still haven't made designs for some of the characters, game graphics, or locations! I recently had to rebuild a tile table because of how one of the attributes is hard-coded. (i.e. The ice and bonus stage tiles are coded to have random sparkle animations overlaid on top of them.) Thankfully, it's not all difficult. Some graphics for Episode 3 are simply adjusted to fit better in EGA colors and styles, plus I can take graphics from previous episodes because they're needed and making new unique graphics aren't necessary.

As for not being able to post images, I mean that I am not able to upload my own images as attachments. I can, however, use Imgur, so that's not so much of a problem.
Cosmo II: HUMANIZED!!! Progress:
Graphics: 15% Complete
Story: 100% Complete
Music: 5% Complete
Programming Modifications: ??% Complete

http://www.tsqproductions.com

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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by T-Squared » Mon Jul 08, 2019 3:10

OK, been off the project for a while now. I've been working on other projects, one of which has been perpetually hitting a wall, but might help a whole bunch with the mod. I've built a custom MS-DOS Windows 98SE gaming rig! Now I can test the game in its native environment, without DOSBOX! (That's not THE reason why I bought it. It's mostly for media transfer and retro gaming.) In fact, native DOS with a fast Pentium III Processor is much better than DOSBOX!

I've also been transferring tilemap graphics from episode to episode, to get the most out of them, tiles like pipes, chains, foliage, and extra bits to make the maps come alive. I'm also surprised that I'm not the only one to have had a long timeline for a mod's production! (Someone has had 5 extra years making their mod before me!)
Cosmo II: HUMANIZED!!! Progress:
Graphics: 15% Complete
Story: 100% Complete
Music: 5% Complete
Programming Modifications: ??% Complete

http://www.tsqproductions.com

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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by K1n9_Duk3 » Mon Jul 08, 2019 21:25

T-Squared wrote:
Mon Jul 08, 2019 3:10
In fact, native DOS with a fast Pentium III Processor is much better than DOSBOX!
Sometimes, but not always. If you want to play some of the late DOS games like Quake or Duke 3D and such, then a fast Pentium III is probably better/faster than runnung these games in DOSBox.

A ton of really early DOS games won't run correctly on fast Pentiums. A few games like Pharaoh's Tomb, Arctic Adventure, Monuments of Mars, Dark Ages, Halloween Harry etc. won't even start at all on 133 - 266 MHz Pentiums, so a Pentium III would be way too fast for those. Other games have some poorly implemented code that prevents them from detecting AdLib-compatible sound hardware on high-end DOS systems. And Cosmo is one of them: When I run it on my 533 MHz Laptop, the game won't detect the sound card, even though other games (like Keen 4-6) work perfectly fine.

And good luck with CD-ROM games. Some of my CD-ROM games require so much memory that it's almost impossible to free up enough memory for the game and the CD-ROM drivers on my systems. At least that's the case under DOS 6.22 for me. If you're running the games directly from Windows, that might be a different story.


I'm not saying you shouldn't use actual hardware for old (DOS) games. Have fun with that Pentium III. I also have a couple of old systems myself - just tested a Keen mod on a 486 running at 10 MHz today...
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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by T-Squared » Tue Jul 09, 2019 18:19

K1n9_Duk3 wrote:
Mon Jul 08, 2019 21:25
A ton of really early DOS games won't run correctly on fast Pentiums. A few games like Pharaoh's Tomb, Arctic Adventure, Monuments of Mars, Dark Ages, Halloween Harry etc. won't even start at all on 133 - 266 MHz Pentiums, so a Pentium III would be way too fast for those. Other games have some poorly implemented code that prevents them from detecting AdLib-compatible sound hardware on high-end DOS systems. And Cosmo is one of them: When I run it on my 533 MHz Laptop, the game won't detect the sound card, even though other games (like Keen 4-6) work perfectly fine.
Well, at the moment, the music is not such a big deal. It's the graphics and layering that I'm working on.

Plus, I have a program that can slow down the CPU clock speed to be more manageable (and no wait states or anything that bogs it down).
Cosmo II: HUMANIZED!!! Progress:
Graphics: 15% Complete
Story: 100% Complete
Music: 5% Complete
Programming Modifications: ??% Complete

http://www.tsqproductions.com

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T-Squared
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Re: Cosmo's Cosmic Adventure II: HUMANIZED!!! (W.I.P.)

Post by T-Squared » Thu Jul 11, 2019 23:31

It's amazing what you will find when you edit a game...

FOUR of the collectable object graphics render upside down:
  • Cyan and White Diamond
  • Red Turtle-Shell-like jewel
  • Blue Jewel with Patterned Center
  • Gray Diamond (I corrected for this one, because I knew it was upside down before.)
They're mostly found in Episode 1, Level 5.
Cosmo II: HUMANIZED!!! Progress:
Graphics: 15% Complete
Story: 100% Complete
Music: 5% Complete
Programming Modifications: ??% Complete

http://www.tsqproductions.com

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