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Re: Commander Keen Travels - Release

Posted: Sun May 21, 2017 4:29
by IceDuck347
Thanks, i will see how can i replace my current settings. Just in case i can't change it, i promise that i will change it on some update.

Thank you for the npc intelligence help, i will need it, specially when coding mortimer mcmire or blooguards.


I'm actually working on "actors". These are a kind of entities that follow an animation sequence to make some kind of "cinematics", for example: i'm making a scene in wich gargs appear from underground attacking vorticon bases, while worticons shoot laser volts at they.

(If you see some ortographic errors here, it was because i was on my cellphone at 01:28 AM) :garg

Re: Commander Keen Travels - Release

Posted: Fri Jul 07, 2017 4:00
by IceDuck347
:dopekeen GOOD NEWS

commander keen travels will be released soon, i only need to complete some level details (such as bonus objects, etc...), fix some small bugs, complete the falling roof panel entity (that one that crushes the last vorticon on keen 1), complete the final "cinematic", create the main menu and saving/loading system.

That's all, i'm very excited about this.

The game would be available to download through MEGA, and i will think about publishing .gmk file or the full sprite sheet :dopekeen :dopekeen

Re: Commander Keen Travels - Release

Posted: Sat Jul 08, 2017 11:42
by Dynamo
Nice. Looking forward to the release.

Re: Commander Keen Travels - Release

Posted: Sun Jul 16, 2017 0:25
by IceDuck347
COMMANDER KEEN TRAVELS IS DONE!!!

go search on "unnoficial keen games" for the download link and update notes :dopekeen :D

Re: Commander Keen Travels - Release

Posted: Sun Jul 16, 2017 16:30
by Lava89
IceDuck347 wrote:
Sun Jul 16, 2017 0:25
go search on "unnoficial keen games" for the download link and update notes :dopekeen :D
I always found it a good rule of thumb to make things as convenient as possible for people to find your stuff (that way they have no excuse when they won't play your games, haha).