New Commander Keen

You can discuss anything about fan-made Commander Keen games here.
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RoboBlue
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Post by RoboBlue » Sun Oct 23, 2011 17:17

In that case, I'm going to use a lemming in a football helmet.
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Roobar
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Post by Roobar » Fri Nov 18, 2011 23:31

Image

This style can't fit into the game, so probably it won't be included, but I really wanted to see how Tron Keen would look.
Last edited by Roobar on Thu Sep 22, 2016 14:08, edited 1 time in total.

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GARGapplesauce
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Post by GARGapplesauce » Sat Nov 19, 2011 0:21

wow! that looks pretty cool
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DaVince
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Post by DaVince » Sat Nov 19, 2011 0:59

Make it fit into the game. Maybe not in the original episode, but as an extra, at least. :drool
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Post by Commander Spleen » Sat Nov 19, 2011 5:07

i also that would make an awesome stand-alone game actually.

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Post by kuliwil » Sat Nov 19, 2011 9:35

Well done with the reflections - very nicely balanced.
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RoboBlue
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Post by RoboBlue » Sun Nov 20, 2011 10:41

That looks AMAZING!
Are you sure it wouldn't work if everything was outline-only?
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tulip
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Post by tulip » Sun Nov 20, 2011 11:22

This is ultra cool - agreed. I guess the reflections are the trouble, or has keengine a feature to enable those on some surfaces?
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Roobar
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Post by Roobar » Sun Nov 20, 2011 11:54

Well about the Tron tileset specifically, it could work in several ways. In my concept there is a Space Station, where it could be used. Or could be used as a secret level or as a separate project. Separate project would take a vast amount of time. Even though the tileset looks simple, the enemies should be redrawn etc. Space Station is way ahead in plans and considering how slow the things are going... By the end of October, there should have been a new engine version released, but it's not. K1n9_Duk3 is very busy lately and I've slowed down the work on the jungle tileset. It turns out it's not that easy to work on it. I was hoping for November-December to have something, but it's not likely to happen.

About the reflections. I've draw them. Unfortunately they don't exist in the game yet.

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Post by K1n9_Duk3 » Sun Nov 20, 2011 13:50

tulip wrote:This is ultra cool - agreed. I guess the reflections are the trouble, or has keengine a feature to enable those on some surfaces?
Reflections are a problem, because the game would need to grab stuff from the graphics buffer, flip it and then draw the flipped image. This is VERY complicated, especially with the isometric perspective. You shouldn't expect to see something like this in Keengine.
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Post by DHeadshot » Sun Nov 20, 2011 17:12

K1n9_Duk3 wrote:
tulip wrote:This is ultra cool - agreed. I guess the reflections are the trouble, or has keengine a feature to enable those on some surfaces?
Reflections are a problem, because the game would need to grab stuff from the graphics buffer, flip it and then draw the flipped image. This is VERY complicated, especially with the isometric perspective. You shouldn't expect to see something like this in Keengine.
Surely you could cheat and encode the reflection as a semitransparent part of the sprite?
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RoboBlue
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Post by RoboBlue » Sun Nov 20, 2011 21:27

Even without the reflection, a regular keen 6 mod in all-black with neon outlines like that would be fantastic.
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Post by No. 1 Machop Fan » Sun Nov 20, 2011 21:43

wiivn wrote:Image

This style can't fit into the game, so probably it won't be included, but I really wanted to see how Tron Keen would look.
Now THIS is what the Shikadi homeworld should look like! :p
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Post by K1n9_Duk3 » Mon Nov 21, 2011 8:39

DHeadshot wrote:Surely you could cheat and encode the reflection as a semitransparent part of the sprite?
Of course you can cheat but you can't make it look correct. Just imagine Keen standing a few pixels further to the right in the screenshot wiivn posted, directly on the edge of the platform. The reflection just wouldn't be correct.

Something like the mirror floors in Duke Nukum would be easier to create, as you can just grab a rectangle from the buffer and flip it. And since Duke Nukum was designed to run at only 16 fps, the performance is not that much of an issue. I once experimented with full-screen effects in Keengine, grabbing the entire screen, manipulating the color values and then drawing the modified image. That slowed the game down to about 3 fps, thus making it unplayable.
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Roobar
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Post by Roobar » Mon Nov 21, 2011 15:18

No. 1 Machop Fan wrote:Now THIS is what the Shikadi homeworld should look like! :p
That's a good idea! That would make sense :)

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