Here is where to post about the latest Commander Keen fangame or modification you've finished, a new website you've made, or another Keen-related creation.
Ceilick wrote:I...have never heard of the Kumquat Chasm Can you direct me to the page where that info is?
Haha at that bug, wiivn, seems I introduced that when I made the map a bit smaller. I'll update the link to fix that. Glad you like it so far
Look under Keen Dreams development in the Wiki:
Kumquat Chasm
When looking at the back side of the retail Keen Dreams box, it questions whether you can "survive the perils of the Kumquat Chasm". Yet there isn't any level in the final game called Kumquat Chasm. This indicates that there either was an error on the box, or more likely, Kumquat Chasm was a planned level in the game that either got renamed or removed during development.
.niarb ym fo
snoitulovnoc eht tuaba
selbbarcs ssensuoicsnoc
rehgih a ekil smees
Wow! That development page is awesome, had I known about that I would have included Kumquat Chasm and would have tried to work in those early versions of enemies.
Concerning music: I wanted music in this but at the moment it isn't possible. Maybe in the future.
Ceilick wrote:Wow! That development page is awesome, had I known about that I would have included Kumquat Chasm and would have tried to work in those early versions of enemies.
Concerning music: I wanted music in this but at the moment it isn't possible. Maybe in the future.
Do any have any idea what Kumquat Chasm was supposed to look like?
.niarb ym fo
snoitulovnoc eht tuaba
selbbarcs ssensuoicsnoc
rehgih a ekil smees
StupidBunny wrote:^I had never seen any of that before! I can see why they changed the sprites for the broccolash and squasher...those old ones are really disturbing...
I personally think this is much better than the original Keen Dreams...though I've only been playing the original for a year or two. Just my two cents.
I'd like to get a Futurama mod going. Here's what I've got so far:
Thanks guys The Keen Dreams graphics were actually pretty fun to level with, limitations aside, and I hope this will encourage future Keen Dreams levelpacks.
Reuploaded (again ) to fix the brusselsprouts bay 'done' sign.
Edit: Forgot to mention, this was made with Mink's awesome level editor in development, The Omegamatic.
There's something wrong with one of the save files which causes the game to crash as soon as I load. In effect, this means that all my progress is lost, which is immensely frustrating because I was near the end of Castle Tuberia with every other level completed. Probably nothing to do with the mod, though.
Thanks guys The Keen Dreams graphics were actually pretty fun to level with, limitations aside, and I hope this will encourage future Keen Dreams levelpacks.
Glad you had fun with this, but I think Keen 4 levelpacks should take priority over Dreams. Wouldn't really seem fair to me if Keen Dreams got a full levelpack when Keen 4 still doesn't have a complete high quality levelpack yet.
Anyway, the new levels are great and really fit in well with the original Keen Dreams. Some of the changes are a bit radical, but overall I think they really improved level design. It's mainly just having to accept these new changes when comparing them to the original. Hopefully you'll get rid of the crash issue (which can even happen on the worldmap )
I also like the way you improved the final level while still making very few changes. Now it's almost too hard since you have to fight the correct way.
The level crashes are because of no free spots in obj array; KD has very primitive methods of dealing with this and no warning or error texts. It also has holey memory, you'll get more loading crashes if you let enemies fall off the level.
What you really need, not what you think you ought to want.