Version 1.6

All discussion about the Commander Genius project (a Keen interpreter + more).

What would you like to see in version 1.6 of CG?

Poll ended at Tue Apr 23, 2013 14:38

Keen Dreams !!
2
11%
Story book pages in Keen galaxy
0
No votes
Starwars text in Keen galaxy (story screen)
0
No votes
Intro screen where you see the Commander Genius scrolling
0
No votes
More mod support in galaxy keen
1
6%
More mod support in vorticon keen
2
11%
Up to 4 players like in vorticon also in Galaxy Keen
5
28%
Play Commander Genius over the network
4
22%
Support another game (please specify, like Cosmos Cosmic, Duke Nukem, etc.)
0
No votes
Improve the engines we already have, make the AIs better, try to cleanup the code even more
2
11%
More grafical and audio effects, use more the 3D framework. Make the look of CG more badass than the DOS Version
1
6%
Other, just let me know in this thread
1
6%
 
Total votes: 18

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MoffD
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Post by MoffD » Wed Jul 03, 2013 13:10

Hey Gerstrong.

I was wondering... Will CGenius be released for ARM processors some day?

It would be awesome if I could run this on my Pi instead of through ARM DosBox

Keep up the great work!

Also does anyone know why my messages aren't going out? :rolleyes
mortimermcmirestinks wrote: Now I wish MoffD wasn't allergic to me.
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gerstrong
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Post by gerstrong » Wed Jul 03, 2013 16:12

I don't own such a computer, but I think it is possible to compile through the source code somehow. The android build also is made for ARM processors and runs. So, this shouldn't be a problem.
Having fun developing stuff...

gerstrong
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Post by gerstrong » Tue Aug 06, 2013 19:42

Has been quite some time since I posted here...

So let's show a small teaser, shouldn't we?

Image

As you can see and you have voted, multiplayer support in Galaxy keen is in and will be much better than the vorticon one.

Also other features are to come which are going to change the experience of those awesome classic games. Stay tuned!
Having fun developing stuff...

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Roobar
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Post by Roobar » Tue Aug 06, 2013 19:59

Oh yeah! That is amazing!

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troublesomekeen
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Post by troublesomekeen » Tue Aug 06, 2013 23:16

Boy oh boy! Now that's a sight for sore bones! Most exciting indeed!
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Commander Keen in... Canteloupe Quest!

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Levellass
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Post by Levellass » Wed Aug 07, 2013 2:12

The helmet colors could use some work I think. Otherwise, excellent update!
What you really need, not what you think you ought to want.

gerstrong
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Teaser 2

Post by gerstrong » Fri Aug 09, 2013 16:31

Still planning, the next version will ship six new difficulties:

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Still looking to make it awesome more challenging and balanced.
Having fun developing stuff...

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Teaser 3

Post by gerstrong » Fri Aug 09, 2013 16:51

Now what?

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Also the Bloogs get different colors in some cases...
Having fun developing stuff...

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Levellass
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Post by Levellass » Sat Aug 10, 2013 4:09

I take it in elite difficulty the very ground will kill you?

I thought of adding more difficulties in Keen 4, but I couldn't think of enough differences to add.
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gerstrong
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Post by gerstrong » Sat Aug 10, 2013 8:27

Well, so far the plans are to make the enemies a bit stronger and maybe faster. Some platforms behave a bit differently.

I'm still thinking about ideas in how to get more challenge out of it.
Having fun developing stuff...

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Levellass
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Post by Levellass » Sun Aug 11, 2013 8:02

Here's some ideas I am implementing in my mod:

* Alter jump heights, pogo heights and shot speeds
* Different spawn points for different difficulties
* Different hit points
* Different levels
* Different level exits
* Doors that lead to more than one location


I have a few others up my sleeve...
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gerstrong
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Post by gerstrong » Sun Aug 11, 2013 13:23

Levellass wrote:Here's some ideas I am implementing in my mod:

* Alter jump heights, pogo heights and shot speeds
* Different spawn points for different difficulties
* Different hit points
* Different levels
* Different level exits
* Doors that lead to more than one location


I have a few others up my sleeve...
Nice ideas, but I want to provide challenge no handicaps. Speeds can be modified or hit points, or better AI...
Having fun developing stuff...

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Levellass
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Post by Levellass » Mon Aug 12, 2013 9:38

What precisely is the difference between a challenge and a handicap? I'm guessing challenges don't depend on a difficulty level?
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Post by gerstrong » Tue Aug 13, 2013 16:13

To handicap a player doesn't make the game a challenge in my opinion.

It's a huge difference because you can have the same steerings but a more challenge arena, instead of having the same arena but not being able to move that quickly as in easy mode or so...

Putting more inertia, walking like on the moon, I don't know...
Having fun developing stuff...

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Nospike
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Post by Nospike » Tue Aug 13, 2013 17:36

Basically instead of hindering the player's movement and abilities, it's better to design the map in a way that requires the player to use said abilities skillfully.
It just might be done someday. The chance is always there.

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