[old thread] BomberKEEN

You can discuss anything about fan-made Commander Keen games here.
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DoomJedi
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Post by DoomJedi »

Good news!

What is your next plan?
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Post by Dr. Kylstein »

Right now, I'm cleaning up the menu code, because I want to add menus to choose the number of players. After that, I was thinking either enemies or SoundBlaster.
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Post by Dr. Kylstein »

I've done what I wanted to do with the menus for now. Among some minor improvements, you can now play solo.

Edit: just fixed a problem with uncalibrated joysticks messing up the menu.
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Post by DoomJedi »

Nice!

The menu doesn't work with normal arrows - just the keypad ones...is it fixable?

So - now you plan to start working on enemy AI?

You can use code ideas from GM version of Bomberkeen - those AI scripts are written there.
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Post by Dr. Kylstein »

DoomJedi wrote:The menu doesn't work with normal arrows - just the keypad ones...is it fixable?
Is this a recent change? The menu should accept more forms of input now, not less. Are you able to control Keen with the normal arrows?
DoomJedi wrote: So - now you plan to start working on enemy AI?

You can use code ideas from GM version of Bomberkeen - those AI scripts are written there.
I hadn't even thought about AI yet. I need to get the enemies just to appear first.
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Post by DoomJedi »

Are you able to control Keen with the normal arrows?
Yes
Is this a recent change?
Yes
The menu should accept more forms of input now, not less.
Normal arrow (nomatter which one you press) bring you to the "go back"/"exit" menu. Another keypress brings me back to main menu.

Also I can't quit bomberkeen without full system halt on dosbox, there is some big error there.

32bit version doesn't have those issues.
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Post by Dr. Kylstein »

DoomJedi wrote:
Are you able to control Keen with the normal arrows?
Yes
Is this a recent change?
Yes
The menu should accept more forms of input now, not less.
Normal arrow (nomatter which one you press) bring you to the "go back"/"exit" menu. Another keypress brings me back to main menu.

Also I can't quit bomberkeen without full system halt on dosbox, there is some big error there.
I can't replicate any of those on my copy of DosBox.
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Post by Levellass »

Now you know how I feel when my beta testers tell me my game crashes for no good reason.
What you really need, not what you think you ought to want.
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Dr. Kylstein wrote:I can't replicate any of those on my copy of DosBox.
I was running it directly on my Windows XP, not from DosBox.

Tried it now under DosBox - and under DosBos it works.
But it worked before on WinXP as well...why to limit this to DosBox.
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Post by Dr. Kylstein »

DoomJedi wrote:
Dr. Kylstein wrote:I can't replicate any of those on my copy of DosBox.
I was running it directly on my Windows XP, not from DosBox.

Tried it now under DosBox - and under DosBos it works.
But it worked before on WinXP as well...why to limit this to DosBox.
But you said DosBox... Always be clear about what you're running on.
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Post by Levellass »

Dr. Kylstein wrote:
DoomJedi wrote:
Dr. Kylstein wrote:I can't replicate any of those on my copy of DosBox.
I was running it directly on my Windows XP, not from DosBox.

Tried it now under DosBox - and under DosBos it works.
But it worked before on WinXP as well...why to limit this to DosBox.
But you said DosBox... Always be clear about what you're running on.

I feel your pain.
What you really need, not what you think you ought to want.
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Post by Dr. Kylstein »

Thanks for the sympathy, 'lass.

I've been able to reproduce the menu problem on my 486, but the program exits fine. Is it locking up Windows?

Edit: now it's locking up on trying to exit to the menu. It's weird, the same executable seemed to be working fine just moments ago.
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Post by DoomJedi »

Dr. Kylstein wrote: But you said DosBox... Always be clear about what you're running on.
Sorry, my bad...it was probably command prompt.
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Post by Dr. Kylstein »

I've fixed the menu input problem. Using the dedicated arrows sends some additional codes for backwards compatibility reasons, which appear to unaware software as extra shifts. I've changed the input code to recognize and ignore these.

The lock-up issue is tricky. I still don't know why it happens, but it only happens when both player count menus are available. I've locked Normal Mode to 1-player for now as a temporary workaround.
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Post by Dr. Kylstein »

I've added a credits screen, a new end screen, fades, and Adlib sound effects. Normal Mode is disabled for now, I think we need to finish Battle Mode first.
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