Atroxian Realm New Demo
Atroxian Realm New Demo
After a slightly delayed release, I can wish you all a late Merry Christmas with a new Atroxian Realm demo
This demo includes:
1. An additional, very cool level
2. Heavily updated graphics (I cringe when I look at the tilesets from the last demo)
3. A few other surprises as well
DOWNLOAD:
https://dl.dropboxusercontent.com/u/221 ... ndDemo.zip
Even if you played the previous demo, I recommend you try this one as well, as you'll really get a taste for the level of polish I'm aiming for. The swamp levels look much better now that I've gotten rid of the ugly Keen 4 tileset that had been recolored for the swamp. There are lots of other details added as well.
I had to delay this release a bit because of nasty bugs involving frogs, stunned stars, loading savegames, and strange crashes. The point is, while the issue should be fixed thanks to lemm's hard work, I'm not 100% positive. If you encounter strange crashes or freezes while playing, especially if you've loaded a save game, then I really need to know.
Any other bug reports or feedback are always encouraged.
Hopefully this small demo will let you know that this project is still going strong, if slow
This demo includes:
1. An additional, very cool level
2. Heavily updated graphics (I cringe when I look at the tilesets from the last demo)
3. A few other surprises as well
DOWNLOAD:
https://dl.dropboxusercontent.com/u/221 ... ndDemo.zip
Even if you played the previous demo, I recommend you try this one as well, as you'll really get a taste for the level of polish I'm aiming for. The swamp levels look much better now that I've gotten rid of the ugly Keen 4 tileset that had been recolored for the swamp. There are lots of other details added as well.
I had to delay this release a bit because of nasty bugs involving frogs, stunned stars, loading savegames, and strange crashes. The point is, while the issue should be fixed thanks to lemm's hard work, I'm not 100% positive. If you encounter strange crashes or freezes while playing, especially if you've loaded a save game, then I really need to know.
Any other bug reports or feedback are always encouraged.
Hopefully this small demo will let you know that this project is still going strong, if slow
Armageddon Begins Again. The Alphamatic has arrived.
Atroxian Realm: viewtopic.php?f=4&t=3536
The Alphamatic: viewtopic.php?f=4&t=4086
- Paramultart
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I did indeed wonder just why there was such a frenetic pace of updating in its folder.
I'm surprised you didn't use the -demo switch.
So much high quality work out there, I shall have to step up my game in the oncomming year.
On a side note you'll want this patch to fix the F10-C window, otherwise it can freeze the game:
I'm surprised you didn't use the -demo switch.
So much high quality work out there, I shall have to step up my game in the oncomming year.
On a side note you'll want this patch to fix the F10-C window, otherwise it can freeze the game:
Code: Select all
#Fix F10-C window
%patch $6C1E $03D8W #Text called from
%patch $6C36 $03CCW #Text called from
%patch $2F23C $0A "Inactive :" $00 "Active :" $00
What you really need, not what you think you ought to want.
Agree with what people have already said; the graphics are so garging tasty, the detail of level (and level of detail ) is incredible. The new larva things are creepy, the twitching..... Well done.
Zero crashes here, no kind of problem, and I used save and load a lot.
Zero crashes here, no kind of problem, and I used save and load a lot.
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.
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Oh wow. Wiivn is right. However, this doesn't happen when the screen is at the top of the level. So it must be some screen-scrolling thing.wiivn wrote:Is it me, or when you press and hold up for a 2-3 seconds and then release it, keen still looks up for 1 second.
Commander Keen in... Canteloupe Quest!
Likely a side effect of a few patches. Had the same problem when trying to make Keen not fall prey to that 'can float on vanished Miragia platforms' bug.wiivn wrote:Is it me, or when you press and hold up for a 2-3 seconds and then release it, keen still looks up for 1 second.
What you really need, not what you think you ought to want.
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This is demo is kick ass like the first one was. I only have a few petty gripes:
1) The blue birds in the first demo used to push Keen. In this one they do not. I think it added to the difficulty more when they push him or knock him off ledges.
2) There are WAY too many extra lives in these levels, especially now that you added the "red star". Just on normal I had 52 lives at the end of the three levels.
3) I got an 'out of memory' error once when I exited the new level. But it only happened once.
4) I have not played this on hard yet, but between easy and normal there seems to be no added enemies. Of course, I know this will be remedied in the final version because you did not want to give away too many enemies too soon. This is a demo after all.
Like I said it is kick ass. I love the graphics, and I assume this is only the beginning because I am sure you have at least one or two more tiles sets for the rest of levels along with the current one. I like the enemy replacements and I am sure I will like the other enemies once they are revealed. I also really liked the level design. Large and puzzle-like levels make for a good challenge and allow plenty of exploration but the slight drawback is it makes it easier to get lost. Keeners who prefer more straight forward levels might be turned off by the level design, but personally I enjoy it. The music tracks fit the theme of the levels very well, and I really like the new track for the new level.
I am really looking forward to having this completed.
1) The blue birds in the first demo used to push Keen. In this one they do not. I think it added to the difficulty more when they push him or knock him off ledges.
2) There are WAY too many extra lives in these levels, especially now that you added the "red star". Just on normal I had 52 lives at the end of the three levels.
3) I got an 'out of memory' error once when I exited the new level. But it only happened once.
4) I have not played this on hard yet, but between easy and normal there seems to be no added enemies. Of course, I know this will be remedied in the final version because you did not want to give away too many enemies too soon. This is a demo after all.
Like I said it is kick ass. I love the graphics, and I assume this is only the beginning because I am sure you have at least one or two more tiles sets for the rest of levels along with the current one. I like the enemy replacements and I am sure I will like the other enemies once they are revealed. I also really liked the level design. Large and puzzle-like levels make for a good challenge and allow plenty of exploration but the slight drawback is it makes it easier to get lost. Keeners who prefer more straight forward levels might be turned off by the level design, but personally I enjoy it. The music tracks fit the theme of the levels very well, and I really like the new track for the new level.
I am really looking forward to having this completed.
.niarb ym fo
snoitulovnoc eht tuaba
selbbarcs ssensuoicsnoc
rehgih a ekil smees
snoitulovnoc eht tuaba
selbbarcs ssensuoicsnoc
rehgih a ekil smees
I am enjoying it, but I have two minor gripes:
1. Point items are inconsistently highlighted. The spinning animation and lack of highlight cause me to think Kabobs were bizarrely-placed hazards.
2. Sometimes water hazards are below the ground-line, but not deep enough to grab a ledge without dying. Only really annoying when pole-jumps are involved, since your distance is so highly crippled.
Also, there is an overabundance of extra lives, but that has already been mentioned.
1. Point items are inconsistently highlighted. The spinning animation and lack of highlight cause me to think Kabobs were bizarrely-placed hazards.
2. Sometimes water hazards are below the ground-line, but not deep enough to grab a ledge without dying. Only really annoying when pole-jumps are involved, since your distance is so highly crippled.
Also, there is an overabundance of extra lives, but that has already been mentioned.
- Paramultart
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While I strongly agree with your first statement regarding point items that resemble hazards, I must say that I don't believe there's such thing as "too many lives". Honestly, "lives" in non-coin-operated games were a stupid addition to any game, and the fact that Keen has in-level saving renders them all the more obsolete. Having a large number of lives makes Keen mods more fun to play because you can play the game freely without the stress of having to save often. (Of course, if you're a master Keener like me, you never have to save at all.)
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