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.
- The status screen.
- The Terminator scroller.
- The "Star Wars" scroller.
- High Scores.
- Joysticks.
- Mods.
- Some custom-recorded demos will go out of sync.
You'll need a system with OpenGL 2.0 support to run these binaries. Most computers made in the past 5-10 years can do this, but you might need to install drivers.
Hopefully the Keen source code will be released and will help us get you all the Keen goodness you need!
Keen On!
Edit: Added Mac build (OSX 10.9 Mavericks required) from the amazing flibitijibibo
It should be noted that this release supports Keen 5, version 1.4 (EGA graphics), as distributed by Apogee Software Ltd. and currently available on Steam.
Any other version may malfunction in any unexpected way.
Thanks should be sent to Multimania (sulix from the README file) for his work in porting this to modern platforms so far, including everything done for the 2012 preview.
Further thanks shall be sent to lemm for his work on NETKEEN which has helped, as well as his recent work on Omnispeak, which has actually encouraged me to do more for this! (Previously I just sent not much more than a couple of small patches.)
Obviously, there is also the hard work of adurdin on Keen 4, which has surely helped revealing a lot of useful information.
More thanks should be sent to the DOSBox team, for the work on an emulator letting us play DOS games at all! Considering Omnispeak, the DOSBox debugger has been useful (even if not used by me *that* often), and Omnispeak is further taking advantage of an OPL emulator from DOSBox (dbopl) for music and sound effects.
Forgive me if I've missed anybody, your contributions have surely been (more than) useful!
gerstrong wrote:Not bad, but the actions do not seems to open any level on the 64-bit Linux version of that app
That's strange, works for me. Wonder if it has anything to do with the version of SDL 2.0 currently in use. Or if renaming any config.ck5 file helps (Omnispeak checks for config.ck5 in a case-insensitive manner).
Apart from the limitations described in the very first post of this thread, some more can be found in the README file from the Keen Day release.
This is really neat. It vaults gracefully over the Uncanny Valley of Keen physics simulation. Even in its unpolished state it is super polished. The lack of saving encouraged me to try to play through all of Keen 5 with the lives in Ion Ventilation System and then whatever ones I was able to pick up along the way. On easy, I managed to finish on my first try with only I think 2 lives left (I mainly blame Neutrino Burst Injector + misc stupidity), but my playthrough on normal didn't fare so well and I gave up in the middle of ..... Neutrino Burst Injector.
Anyway, this is great, and any nitpicks I had I've since forgotten about because it was so awesome. Sorry this isn't more eloquent.
Correct me if I'm wrong, but in the original keens, if you get stuck, after a while the comp will move the ball away. But here, it was infinitely stuck. It was I who decided to move. Also, at the highest speed, it should add a hole in the line where it passes, if you or the comp missed the ball. Here's a video of how this should work:
Correct me if I'm wrong, but in the original keens, if you get stuck, after a while the comp will move the ball away. But here, it was infinitely stuck. It was I who decided to move. Also, at the highest speed, it should add a hole in the line where it passes, if you or the comp missed the ball. Here's a video of how this should work:
I've just spotted this video (from 2012) in which the ball seems to get stuck for 2 minutes: http://www.youtube.com/watch?v=in66UiUYm4E
So the exact conditions for reproducing specific behaviors may be just a bit more complicated than it may initially seem.