if you could, please share a link including further information on NY00123's version of CKPatch. this would help me update the wiki.
Good work. I'm looking forward to play again your Alphamatic and now I know there will be another version I'm more excited to play itGridlock wrote: ↑Sun Aug 30, 2020 20:14 I've been in a Keenish mood lately and have been working on the Marooned Over Mars expansion. It's not dead!
In fact, I've now finished rough versions of all three extra levels. So, I thought I'd share some pics:
These levels are all optional and will be accessible from within the main game via some new additions to an existing level.
I'm not sure when it'll be ready to release. Besides tweaking and improving these new levels, I need to do additional work game-wide to fix some of the previously-mentioned issues and further tweak the difficulty. Some issues may still not be possible for me to fix on my own, such as the finicky shootable QED bug.
Wow. I'm looking forward this version. I could take inspiration for a new version of The Ultra OmegamaticGridlock wrote: ↑Sat Oct 10, 2020 18:10 Another update. Thanks to K1n9_Duk3, a few of the game's larger bugs, like the QED fuse not always breaking, should get fixed in the new version. Furthermore, I've been able to add an additional level to the expansion. So, it'll now be 4 new levels instead of 3. There's actually now 25 level slots being used in the Gamemaps, making this mod's level count larger than Atroxian Realm's.
They're all mostly finished, but continue to need further tweaks and polish. Some of them are quite complex and experimental. One that I'm particularly proud of involves an evolution of idea CKGuy explored in his old K5 levelpack, where switches can change door destinations. This time I'm doing it with in-level teleporters.
I'm tentatively thinking of releasing version 2 on Keen's 30th anniversary, December 14. I'm not sure if anyone else has anything planned for that day, so this can at least be something for Keen's big birthday.
Yeah, this is something I've noticed and haven't felt particularly compelled to fix due to the work involved. If a convenient tool does exist for editing IMF track volumes, that would be so much easier than having to re-convert a bunch of midi files.If you're doing an update, is there any chance that something could be done to equalize the music volume please? Some tracks (like Antigravitational Hub) are way more quiet than they deserve to be (I remember the first time I played this, in a level that had that song I just sat with the status menu open for a minute so I could hear the music without the game sounds overpowering it), and some are quite loud and a little overbearing. (This is especially noticeable when going through the playlist on YouTube, with the amount of times the volume has to be adjusted....) I'd say the songs taken from the Keen 5 outtakes would be a good balance to compare to.
Sorry I don't have anything more to add right now, but this is one nitpick I've had since the start that I probably should have mentioned a long time ago. I know there's some tool somewhere that can edit overall song volume; fairly quickly it sounded like (I think this was done for Suburb Shenanigans IIRC).
It's possible I could take another look at this, although any additional details about how you got stuck could make it easier for me to revise.P.S. oh yeah, another thing I wanted to give feedback on real quick. I remember whenever I played this I'd be stuck on Mars Station for awhile, I think because it was so large and a bit confusing so it was difficult to figure out where to go IIRC.
Appreciate the interest. I've had periods of productivity followed by long gaps of not working on it. Just today I found the motivation to mostly finish revising and polishing one of the new levels, the first in the expansion. I think it may be one of the coolest levels I've ever designed (it involves in-level teleporters and switches that change their destination).Man, the update sounds sweet. Hopefully it's still coming, one day
Thats a really cool idea! I'd be really interested to learn how you got that to work. And with switches that change their destinations, that opens up a new new world of possibilities for level design! I look forward to trying this release and hope you do finish it, even if it takes awhile. The Alphamatic was a major source of inspiration for me when I was making the Armageddon App.
I can't actually take full credit for the idea. To the best of my knowledge, the first person to use this trick was ckguy in his levelpack (Keen 5.5), released all the way back in 2007. It involves setting up an infoplane switch whose target is the left infoplane tile on a door or teleporter. I think someone even wrote an article years ago on how the math works. It basically exploits some programming with infoplane value swapping on the y axis.Thats a really cool idea! I'd be really interested to learn how you got that to work. And with switches that change their destinations, that opens up a new new world of possibilities for level design!
I might take you up on this at some point!If you need/want any help with music, composing tracks and/or volume level balancing hit me up, thats my specialty!