Martinez McMeyer 4: Intelligent Intellect

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.

Should I make Mart 5 & 6

Yeah, definitely
14
78%
Nope
4
22%
 
Total votes: 18

Bernie
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Post by Bernie »

eros wrote: Yeah, going around and insulting everybody who describes bugs and errors with your mod is a really great way to establish that you're a good sport and all.
uh, im a little drunk right now, but was that a shot at me or something?


and P.S another little issue I saw with the mod was that those space ship levels on the map seems kinda hard to enter. you have to be *right in the entrance* to enter the level. its best to do what the original keens did and make the level entering area larger so you can't miss it.
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StupidBunny
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Post by StupidBunny »

Bernie wrote:uh, im a little drunk right now, but was that a shot at me or something?
I'm pretty sure it wasn't. You're not the one who's bad at listening to criticism. :P
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szemi
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Post by szemi »

cyber zero wrote:I like it.
But I'm having a problem in one of the levels. The one Martinez flies in space.
I'm at the ending of the level but I can't get out. What's wrong?
I don't know. When I tested the game, it worked properly. Nevermind... will be fixed soon.
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Levellass
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Post by Levellass »

At last, a chance for revenge for previous criticism received!


Just a cursory glance here and I can see a few issues.

First up,t he small fireballs. They look like items, especially the yellow\brown ones. These need to be bigger, more vicious looking, more solid maybe. Like the light blue electric things.

Second, backgrounds. Need more detail, but not much more. For example that \\\\ background of yours would look much better with the addition of a simple reversed tile \\\ Then you could make all sorts of background patterns with it, with just one tile more! Your foreground tiles also could use random blips in them, even things as simple as random gears, lights and buttons. Just something to break up the space. Inventiveness does show through; the red-blue towers for example.

The Engrish is indeed hilarious (Hungrish?)

The Star Dock does not look like a level, it is almost impossible to enter.

The drone things need to smash Keen's shots, right now the shots just pass right through. (This is easy to do.) Same goes for the square guys.

Some direction arrow tiles would be nice. Maybe a big red 'X' for dangerous places.

The blue robots need foot rockets or something so they look like they are hovering in the air.

The Bloogs need to animate more, they look too still right now.

Blue ground slopes mess with the pogo in an odd way.

Rocket A needs doors for Mart to be able to get back down faster instead of having to go from the top of the level all the way back to the bottom. Maybe also a switch and platform to get to an area near one of the blue balls as a treat, or some poles to climb, even if they don't go anywhere.

Mort's lab is well done. More like that, especially the backgrounds.


Tile mistakes:
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(In this one it is a line in the blue ground.)

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Here I can jump up right through the floor from the secret passage. Uh-oh...

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Can this jump be done in hard mode? I cannot get past without cheating.

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Bloogs get stuck if they reach platform edges:
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szemi
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Post by szemi »

Levellass, quit critizing my english language skill as this topic is about Mart4, not about "How to speak English properly". Nobody is perfect. Besides I'm glad you posted screenshots, because I fixed those "bugs". If you find more, post them.
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Nospike
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Post by Nospike »

I did notice that many jumps seemed impossible on the higher difficulties. Also, the player should never be forced to impossible pogo in order to complete the game, if you wish to keep it like the original Keens.
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szemi
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Post by szemi »

Nospike wrote:I did notice that many jumps seemed impossible on the higher difficulties. Also, the player should never be forced to impossible pogo in order to complete the game, if you wish to keep it like the original Keens.
This will be fixed as well.
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Flaose
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Post by Flaose »

szemi wrote:Levellass, quit critizing my english language skill as this topic is about Mart4, not about "How to speak English properly".
If the mod is affected by your English skills, they deserve to be mentioned. The fact that you speak English so well as a second language is impressive but it would be worth having a native speaker proofread your mod text.
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szemi
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Post by szemi »

Okay, maybe I can't speak english very well, but not "hilarious"(that's a strong expression for this theme). I just made mistakes (as I always do since I'm not perfect).
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Bernie
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Post by Bernie »

i reckon you should keep the bad english, its great. makes reading the F1 documents fun.
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szemi
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Post by szemi »

Okay, the download link is updated and so is the game:

- new final screen
- Mini Mangling Robot sprites has been edited
- several platforms are fixed
- Bloogs (that reaches the edge of the platform and get stuck) have been removed
- Mortimer and Martinez robot dummies have been added(
- Glowing "X" can be found in Mort's Lab
- one of the demos have been re-recorded (due to the level change)
- The Bloog sprites have been edited
- the fire hazard animation has been edited (I hope you are satishfied with that)
- the blue slope thingy has been resolved
- some levels have been edited
- Martinez's starting point on the worldmap is a little bit on the right
- now you can exit the 2 floating space levels

Those, who has the initial version must download the current version.



P.S. Link has also been updated on KeenWiki: http://www.shikadi.net/keenwiki/Galaxy_Mods
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Flaose
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Post by Flaose »

(If anyone has the original version, I'd appreciate if you sent it to me before replacing, I like to have all versions available on the KeenWiki so that game evolution can be seen.)
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Scarlet
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Post by Scarlet »

I got stuck in the floating area. Heh.


Not sure what else to say about the mod other than that it motivates me to finish some sprites.
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Levellass
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Post by Levellass »

The game often crashes in the Space Maze because of too many toy rockets.

Keen should also be able to blast the toy rockets, they annoy.

You should use your bubble dome tiles more, especially in the areas where Keen is in space.

The sloped tiles on your map are solid blocks. They should be slopes, which feels much better when you walk on them.

This makes your teleport go to rocket E: (For the way back I'm thinking a teleporter!)

Code: Select all

#Go to Rocket E
%patch $DE43 $4B #Horizontal location on map in tiles
%patch $DE58 $3D #Vertical location on map in tiles

I can stand in the air! This is a tile error that appears several times.
Image

I can walk into space here, that is not a good thing.
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szemi
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Post by szemi »

Flaose wrote:(If anyone has the original version, I'd appreciate if you sent it to me before replacing, I like to have all versions available on the KeenWiki so that game evolution can be seen.)
@Flaose:
The original version is the test version
The other version I updated yesterday is v1.0(but v1.0 isn't on the loading screen)
The upcoming will be v1.1.

@Levellass: I'll fix the other problems as soon as possible.
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