The Banana Mod

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.
Herry Jerry
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The Banana Mod

Post by Herry Jerry » Thu Mar 14, 2013 23:20

Hey there, everyone! It appears Keen Day has rolled around again, and with it another couple weeks of cramming to get something Keenish done. Those of you who are longtimers on #pckf may remember my perpetually-in-alpha Banana Mod, which I had intended to release on Keen Day 2010. Obviously, that didn't pan out. Then I started disappearing for long periods of time, and long story short I never got around to completing it.

Until now, that is. I decided in the past couple of weeks that I wasn't going to miss another Keen Day, and got to work on finishing this mod. So, ladies and gentlemen, may I present the first release of the Banana Mod!

Now, in part because I was determined to get this out the door for Keen Day, this is a remarkably unfinished product. There's no ending, the world map is a joke, and the point placement is rather schizophrenic. But I promised myself I was going to release something on Keen Day, and dammit I'm going to release something on Keen Day. So let me apologize for the state of this mod, and hope that you enjoy it to whatever extent is possible. (Also note that this is most certainly not the final version, so please don't hate me too much. :o)

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Post by StupidBunny » Thu Mar 14, 2013 23:58

First of all, this is a genius idea. I love it. Please don't let it go unfinished.

Second, my biggest problem with the gameplay is that Keen's windup jump makes it very difficult to make quick high jumps, and most of the times I've died it's been because I started the jump cycle a fraction of a second too late and Keen careened into a wall or hazard or whatever. That might just be because my timing sucks but you might patch Keen to jump a bit faster.

I like how the levels loop. I didn't notice that on level 2 for a while, and was like, "wow, this level is repetitive..." :)

That said, the graphics are pretty repetitive and I hope you put in more visual variety, decorations, etc. in later releases. Sliding through one gunmetal room after another gets a bit old.

Also the story is hilarious.

If I come up with anything else I'll let you know. There's obviously a lot left to do with this but by what you have so far I think this could shape up into something really unique (as I guess it already is.)
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troublesomekeen
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Post by troublesomekeen » Fri Mar 15, 2013 0:47

Wow! Auto-scrolling! Wasn't expecting that! This was very frustrating at first, but then I read the patch file and found that SPACE makes Keen duck. Ducking is...like.. the best thing ever. Very creative!
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Post by Benvolio » Fri Mar 15, 2013 1:12

FANTASTIC!!! Unbelievable, I was not expecting to see anything as dramatic as this from a Keen mod any time soon! I mean KeenRush has done this kind of thing before, with *sways nauseously* where was I - yes KR has used patches to put you under pressure, and his levels are more complex and mentally taxing. But these levels are EXHILARATING. (well I got as far as level 3 so far)!
Stupidbunny wrote: very difficult to make quick high jumps
True. But I think this is one of the key points on which this game challenges the player.
troublesomekeen wrote:read the patch file
Typical Keener!!! Herry Jerry has written an exemplary helpfile as well as a readme.

The graphics (well the Keen sprite) is amazing.

But.. am I the only one who finds this dizzying to the point of nausea? I actually feel unpleasant in my head and stomach after ten minutes of playing!! PLEASE MAKE IT REVERSE DIRECTION!!!!!!

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Post by Lunick » Fri Mar 15, 2013 2:25

So good, soooooooooooooooooooooooooo good.
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MoffD
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Post by MoffD » Fri Mar 15, 2013 12:16

argh... can't slow down... This mod is making me hyperactive and twitchy
:rollin :pogo :spot
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Post by DoomJedi » Fri Mar 15, 2013 14:42

Went bananas with this one :)
Very nice idea, nicely implemented.
Agree with previous remarks

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Post by Roobar » Fri Mar 15, 2013 18:16

Very cool indeed! I liked the secret levels.

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Post by Plasma Captain » Fri Mar 15, 2013 18:56

Just completed this. Wow, what a fun and unique mod. I never realized how much I wanted a Keen skating game, hahah. Also, I'm loving the new Keen sprites.

On a side note... Billy's town really needs a city ordinance on death spikes.

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Post by Herry Jerry » Fri Mar 15, 2013 21:49

Wow, I never expected the reception to be this positive! Thanks, guys! :)
StupidBunny wrote:my biggest problem with the gameplay is that Keen's windup jump makes it very difficult to make quick high jumps
As Benvolio said, that is one of the main challenges of the game, so unfortunately there's not a whole lot I can do about that. That being said, maybe an optional "easy mode" patchfile that makes Keen jump quicker could be a good idea. I'll look into that.

As for the graphics, yeah those could still use some work. The grey backgrounds actually used to be patterned, but I deemed it a little too loud to be the most common background. You can actually still see the tile pattern in places, most obviously in level 9. Modified, of course, but the basic outline is still there.
Benvolio wrote:am I the only one who finds this dizzying to the point of nausea? I actually feel unpleasant in my head and stomach after ten minutes of playing!! PLEASE MAKE IT REVERSE DIRECTION!!!!!!
I think the best advice I can give you there is to make it run in as small a window as possible. (Maybe even unscaled 320x200, if necessary.) But I don't get motion sickness from games, so my advice is probably worthless and you'd be better off listening to someone who knows how it works. :P
Plasma Captain wrote:On a side note... Billy's town really needs a city ordinance on death spikes.
My personal theory is that Keen's town is headquarters to the largest producer of death spikes in the world, and some of the levels take place in the DeathSpike Inc. ("Dispensing Galactic Justice with an Iron Spike") storage warehouses.

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Post by Levellass » Sat Mar 16, 2013 8:55

It's simple enough to slow the game speed, that should help with any nausea.


This mod has mediocre graphics, no enemies, and little story. And yet, and yet... its core idea, it's unique gameplay is just so... so... different from pretty much all Keen mods. It's quirky, unique and frustrating all in one, and something that makes for a truly outstanding game experience.
What you really need, not what you think you ought to want.

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Post by Benvolio » Sat Mar 16, 2013 11:31

Levellass wrote:simple enough to slow the game speed
See, the speed is what makes the game fun. I don't know how many 2D games run at that speed. When you think of fast games you think of 3d racers where the direction if forward and thus it doesn't bother your vestibular system.

So I wouldn't dream of changing the game speed as the speed was calibrated by the modder to give the best gaming experience. Instead, perhaps short bursts is how this game needs to be played by some or all players. Or alternatively if it could be patched so that every alternative level goes right-to-left!! :P

Actually running it in a window helps. But fullscreen is king!!

Edit: I noticed a problem just there when playing again, this didn't happen me before but when I exit level 6, Keen dies despite no hazard present. Just though I'd let you know!

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Post by Keening_Product » Sat Mar 16, 2013 17:16

SOMEONE GIVE THIS KID A BANANA!
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MoffD
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Post by MoffD » Sat Mar 16, 2013 17:21

Keening_Product wrote:SOMEONE GIVE THIS KID A BANANA!
Just don't give him a MarioCart
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Post by KeenRush » Thu Mar 21, 2013 13:34

Man, this mod is so amazing. The concept is so funny and crazy, makes me prouder day by day to be part of the Keen scene, where else are people
making unique ideas like this into completed (ok, this is unfinished I know, you get the point) products? Seriously, name any. This has some of the best patch hacking ever seen. As Benvolio said, this is exhilerating, the gameplay is something entirely new. The change one needs in one's thinking of level design must've been interesting. This is so well executed that there is nothing else to say but: I'm going to play it again at some point (I've already played it through 3-4 times (but still can't find any exit in the last level)). :yorp Hoping to see a polished version with all the 16 levels. The graphics are ok and Keen animation looks natural. The dodging adds an interesting element, as said already (and I can just visualize a skateboard under his shoes). There is much more potential to this idea than this mod utilizes, I feel like stealing the patches and making a bootleg mod. :evil Awesome work, I'm glad that you got it released for Keen Day.
My newest mod - Planet Of Agony: https://pckf.com/viewtopic.php?t=4165 | codename H.Y.E.N.A.

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