Commander Keen 64
@NoSpike: That's a great idea! I'll be sure to do that.
@RoboBlue: About the pogo speed, I think I will try NoSpike's suggestion and make it as close to the original game's speed as much as possible (just so long as it doesn't upset gameplay in some new way). Romero, Hall and Carmack seemed to have gotten it right in the original game, so if it worked for them it should work for this game.
@NY00123: Thank you so much for experimenting with this! I will certainly write Wine's creators to make patches for Blitz3D.
Though it does make me wonder what I did right in the original demo, haha.
As for K64DP_Alt_Menu.exe, it should exit once you press a number. It was so you can set the controls externally from the game itself. I made it for people who were having problems with the menu. However, it should not be flipped 180 degrees or horizontally; thanks for pointing this out.
@Dr. Kylstein: Thanks for the follow up! As NY00123 suggested, I will try to write Wine's makers for a fix.
@Tom.K": That sounds like a good idea. I like the wrist motion, however to keep it in the style of the Keen 1-3 games, I will not make the game have the menu from Keen 4-6. So I could just make it so Keen could look at his wrist watch and then make the camera spin around so you can face Keen looking at his watch.
But then again, if I make the wrist action, it would seem weird that he is looking at the watch and yet the menu looks nothing like his watch. Unless I made an earlier model of his watch or changed the screen of it. So I will look into how I could best implement the idea and yet keep the style of Keen 1-3. However, I am open to dropping the whole wrist idea if it does not work out.
As for the scanning? I like it, but it might be too much for what I imagined Keen's watch to be like in Keen 1-3; being that the watch could not scan in Keen 4-6 (to my knowledge anyways).
@RoboBlue: About the pogo speed, I think I will try NoSpike's suggestion and make it as close to the original game's speed as much as possible (just so long as it doesn't upset gameplay in some new way). Romero, Hall and Carmack seemed to have gotten it right in the original game, so if it worked for them it should work for this game.
@NY00123: Thank you so much for experimenting with this! I will certainly write Wine's creators to make patches for Blitz3D.
Though it does make me wonder what I did right in the original demo, haha.
As for K64DP_Alt_Menu.exe, it should exit once you press a number. It was so you can set the controls externally from the game itself. I made it for people who were having problems with the menu. However, it should not be flipped 180 degrees or horizontally; thanks for pointing this out.
@Dr. Kylstein: Thanks for the follow up! As NY00123 suggested, I will try to write Wine's makers for a fix.
@Tom.K": That sounds like a good idea. I like the wrist motion, however to keep it in the style of the Keen 1-3 games, I will not make the game have the menu from Keen 4-6. So I could just make it so Keen could look at his wrist watch and then make the camera spin around so you can face Keen looking at his watch.
But then again, if I make the wrist action, it would seem weird that he is looking at the watch and yet the menu looks nothing like his watch. Unless I made an earlier model of his watch or changed the screen of it. So I will look into how I could best implement the idea and yet keep the style of Keen 1-3. However, I am open to dropping the whole wrist idea if it does not work out.
As for the scanning? I like it, but it might be too much for what I imagined Keen's watch to be like in Keen 1-3; being that the watch could not scan in Keen 4-6 (to my knowledge anyways).
Update:
I am experimenting with an "island" style as a solution to the pit problem, so I reorganized the first level and made things closer to each other and less open.
It's a work in progress, as I haven't added extra platforms, like I have been planning to.
What do you guys think? Is it an improvement over the previous version?
Thanks in advance!
I am experimenting with an "island" style as a solution to the pit problem, so I reorganized the first level and made things closer to each other and less open.
It's a work in progress, as I haven't added extra platforms, like I have been planning to.
What do you guys think? Is it an improvement over the previous version?
Thanks in advance!
Last edited by Lava89 on Mon Sep 06, 2010 20:07, edited 1 time in total.