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Video by 2 Players

Posted: Sat Dec 16, 2017 13:52
by gerstrong
In this video you see Keen 1 and 4 playing with 2 players (Featuring Spot and Kylie) and 640x480.

I think it plays very well:

https://www.youtube.com/watch?v=TVswKsYeCWA

Re: Video of 2 Players

Posted: Sat Dec 16, 2017 14:10
by Nisaba
that looks actually really cute. neat update! now I just need to find someone willing to join the party...

Re: Video of 2 Players

Posted: Sat Dec 16, 2017 17:37
by Roobar
If online cooperative game was a thing and 4 players, who happen to know very well maps, play it, can you imagine how fast Keen 4 will be beaten? For example, one player goes for the crystal, the other waits in the crystal holder. The moment the player gets the crystal, all players got it, thus the one on the crystal holder opens the door. Speedruns would be fun.

Re: Video of 2 Players

Posted: Sat Dec 16, 2017 19:27
by Nisaba
oh yeah! that would take things to a whole new level.

Re: Video of 2 Players

Posted: Sat Dec 16, 2017 19:59
by Mobiethian
Wow very nifty! Thanks for sharing! It looks like a lot of fun. :D

Re: Video of 2 Players

Posted: Sat Dec 16, 2017 21:53
by Commander Spleen
The moment the player gets the crystal, all players got it, thus the one on the crystal holder opens the door. Speedruns would be fun.
It would be a lot more interesting if only one player can hold a keygem at once and they have to either bring it all the way to the holder or go to another player and pass it to them.

Also, this is neat. Will there be some method for keeping the players from going off-screen, or are you going to stick to alternating between them when they get out of range of each other's viewports?

Re: Video of 2 Players

Posted: Sun Dec 17, 2017 11:13
by gerstrong
Roobar wrote: Sat Dec 16, 2017 17:37 If online cooperative game was a thing and 4 players, who happen to know very well maps, play it, can you imagine how fast Keen 4 will be beaten? For example, one player goes for the crystal, the other waits in the crystal holder. The moment the player gets the crystal, all players got it, thus the one on the crystal holder opens the door. Speedruns would be fun.
@Roobar I know and I had those ambitions in the past. But to get this thing I need more help. Right now, nobody of the core developers except me is working on Commander Genius. We have some guys doing some ports and I will mention them briefly. One of Retropie developers has been giving lots of great feedback. But still I lack of these kind of resources. That's the reason why a lot of stuff here goes slowly. I might take this task on when version 2.0 is released, but I cannot promise. For making it online playable a lot more has to be changed in the core.

Re: Video of 2 Players

Posted: Sun Dec 17, 2017 11:19
by gerstrong
Commander Spleen wrote: Sat Dec 16, 2017 21:53 It would be a lot more interesting if only one player can hold a keygem at once and they have to either bring it all the way to the holder or go to another player and pass it to them.

Also, this is neat. Will there be some method for keeping the players from going off-screen, or are you going to stick to alternating between them when they get out of range of each other's viewports?
The thing is that the graphics engine serves for SDL 1.2 and 2.0. I really want to get off SDL 1.2 but cannot, because libSDL Android still is stuck in that version. Getting rid of it I would like to give the graphics engine more defined layers, were splitscreen would be possible. I have putting effort into libSDL for version 2.0 and it is starting to work. It still needs some improvements though.

I know there are SDL 2.0 android alternatives, but Pelya libSDL is more than just SDL. So having this with SDL 2.0 would be great.

For now it will be alternating between the players. As the readme describes, there is the camera button you can press and pass it to the next player. That is what you see in the 2 player video. Under the Helmet icon in the HUD there is the red line. That indicates the camera leader. The levels I played in the video were played together with my wife.

Re: Video of 2 Players

Posted: Mon Jan 01, 2018 18:05
by Zilem
I think it's clear that a main feature we all want is Online/Local Co-Op with 2-4 Players
But sadly it seems that you programmers each wants Make your own source ports, i get that it
we can make good things each by ourselves, but together we make great things.

I can't help but think about what the filename and numbers are for Player 2, 3 and 4.
because i can't seem to find the information about that anywhere, neither for Galaxy or Vorticon <.<
but if it the feature is also extended to the extra enemies in alternate color -
that instead of palette swapped colors they have pre-fixed alternate colors determinate by sprites instead.

Re: Video of 2 Players

Posted: Tue Jan 02, 2018 9:47
by gerstrong
Zilem wrote: Mon Jan 01, 2018 18:05 I think it's clear that a main feature we all want is Online/Local Co-Op with 2-4 Players
But sadly it seems that you programmers each wants Make your own source ports, i get that it
we can make good things each by ourselves, but together we make great things.
Well, everybody has its goal. The other projects always aimed to be more vanilla/dos like keen, while this one tries to take advantage of modern systems. Multiplayer is one special aspect and has been tradition since its predecessor CloneKeen.
Zilem wrote: Mon Jan 01, 2018 18:05 I can't help but think about what the filename and numbers are for Player 2, 3 and 4.
because i can't seem to find the information about that anywhere, neither for Galaxy or Vorticon <.<
but if it the feature is also extended to the extra enemies in alternate color -
that instead of palette swapped colors they have pre-fixed alternate colors determinate by sprites instead.
There is not much about it. I made a test and basically when you download Keen4Plus you have some Kylie sprites included.

Using Windows it might be available under C:\CGenius\Commander Genius\games\Keen 4 Plus\Keen4Plus/gfx. There the special tilesets and the player directory has the sprites of the second. If you want to integrate more sprites, why not. I will write a documentation and ensure that it receives good support. For player 3 and 4 there are no replacements yet. We can change that though.

Sprites for enemies are not loaded yet, but I can add support for that. Are there great assets for replacements?

Re: Video of 2 Players

Posted: Tue Jan 02, 2018 13:29
by Zilem
gerstrong wrote: Tue Jan 02, 2018 9:47 Well, everybody has their goal. The other projects always aimed to be more vanilla/dos like keen, while this one tries to take advantage of modern systems. Multiplayer is one special aspect and has been tradition since its predecessor CloneKeen.
In itself is fine and good, it's the reason we see so many Doom Source-Engines, Doomsday Engine, Zendromeda, zDoom and GzDoom
which have a alot of graphical options and option to how you want to launch your Doom Game or Modded Doom Game, like if it was a steam game or trough a .bat file
Playing Doom in 1080p or higher in their classic sprite glory, compared to what are those 6 pixels far out there in classic 320p

Some people are Doom Purists, but Brütal Doom or Project Brütality really takes the Doom formula and turns it from 11 up to 21
without ruining what makes Doom great.
HdX and Smoother sprites seem of to me, lighting, flares, smoke, scorch marks, bullet holes, blood splatter and dripping. not that much
sure Crouching, Jumping and Sliding isn't, and isn't part of the level design of classic maps, so using them is considered a cheat.
Fun fact: Doom II was 15th most sold game on PC in 2012.

But, Back to Commander Genius.
Let's not forget about the support you provide for Mods, which can be seen when digging trough the archive

If other programmers will help you with the net-code so we can have Commander Genius co-op across multiple PC's
I Love Commander Genius on my (Imported) Nvidia Shield Portable. It was never released in Europe. and was considered a Failure T_T
probably also down many Most on android support it's controller control scheme instead of Default "Phone" screen controls...
of the games i have bough on android, none of them support it, only Commander Genius and PlayStation and Nintendo 64 Emulators do

I'm Wondering that in the future the Pixel rendering would be like 2:1, 3:1, 4:1, 5:1 without anti-asling scaling in pixels
(2x2 to 1 pixel etc, i preview Sprites @ 2:1 ratio)
when in a 640x400 window and rendering with 2:1 it would be original, but in a window twice original size
and with 1280x800 window with 2:1 rendering, would be like what you recommend, in a window twice it size for a Modern PC in 1080p+
gerstrong wrote: Tue Jan 02, 2018 9:47 There is not much about it. I made a test and basically when you download Keen4Plus you have some Kylie sprites included.

Using Windows it might be available under C:\CGenius\Commander Genius\games\Keen 4 Plus\Keen4Plus\gfx. There the special tilesets and the player directory has the sprites of the second. If you want to integrate more sprites, why not. I will write a documentation and ensure that it receives good support. For player 3 and 4 there are no replacements yet. We can change that though.

Sprites for enemies are not loaded yet, but I can add support for that. Are there great assets for replacements?
Oh, Alright. i though Keen 4+ was like Nisaba's Keen5 level fixes or szemi's "Master Levels"
maybe a new Splash preview?, I'll add it to my list!
(I probably should have taken the hint of "The Pyramid of the Allowed" in the video XD )

For me that is (since it was downloaded):
C:\Users\{User_Name}\Documents\Commander Genius\games\Keen 4 Plus\Keen4Plus
is there a way to set a new directory for the "Download Storage" folder?

Sprite 40-42 and 91 isn't part Kylie's frames
sehr interessant! sprite 50-55, can be used as alternate projectiles for other players, that is worth to keep in mind.

I also noticed that there was a "Billy" folder
that is made for something like a tweak "Green Neural Stunner"?, Example


Sounds Good! ^.^
For Galaxy; we can port over sprites from NetKeen like: Spot, Lindsey, L.T. Barker, Counsil Page, Etc
But they will need all need a sprite for the world map.
for Vorticons; we have 4 with Spot, Kylie and Marta, and we could make more if wanted/needed

It's really for a better control over alternate colors for enemies instead of Palette swapping like you show here
I have a few themed enemies mainly Christmas and a WIP Bloog Punk, that i showed on Discord, inspired by Kate's Artwork of it.
Image

Re: Video of 2 Players

Posted: Tue Jan 02, 2018 14:07
by gerstrong
Zilem wrote: Tue Jan 02, 2018 13:29 But, Back to Commander Genius.
Let's not forget about the support you provide for Mods, which can be seen when digging trough the archive

If other programmers will help you with the net-code so we can have Commander Genius co-op across multiple PC's
I Love Commander Genius on my (Imported) Nvidia Shield Portable. It was never released in Europe. and was considered a Failure T_T
probably also down many Most on android support it's controller control scheme instead of Default "Phone" screen controls...
of the games i have bough on android, none of them support it, only Commander Genius and PlayStation and Nintendo 64 Emulators do
I know of no one who wants and could help in that regard. Netplay is something I wanted to implement but I never found a fair chance. I still have other aspects to take care of and less resources to do so.
Zilem wrote: Tue Jan 02, 2018 13:29
I'm Wondering that in the future the Pixel rendering would be like 2:1, 3:1, 4:1, 5:1 without anti-asling scaling in pixels
(2x2 to 1 pixel etc, i preview Sprites @ 2:1 ratio)
when in a 640x400 window and rendering with 2:1 it would be original, but in a window twice original size
and with 1280x800 window with 2:1 rendering, would be like what you recommend, in a window twice it size for a Modern PC in 1080p+
Basically you can configure more in the cgenius.cfg. Not sure how many modes and in what combinations we shall support, but we had many discussions about it in the past.
Zilem wrote: Tue Jan 02, 2018 13:29
Oh, Alright. i though Keen 4+ was like Nisaba's Keen5 level fixes or szemi's "Master Levels"
maybe a new Splash preview?, I'll add it to my list!
(I probably should have taken the hint of "The Pyramid of the Allowed" in the video XD )
Well, it was the best way for making Keen 4 bigger.
Zilem wrote: Tue Jan 02, 2018 13:29
For me that is (since it was downloaded):
C:\Users\{User_Name}\Documents\Commander Genius\games\Keen 4 Plus\Keen4Plus
is there a way to set a new directory for the "Download Storage" folder?
It depends on the search paths under the section [FileHandling] in cgenius.cfg. You can change it to whatever you want.
Zilem wrote: Tue Jan 02, 2018 13:29
Sprite 40-42 and 91 isn't part Kylie's frames
sehr interessant! sprite 50-55, can be used as alternate projectiles for other players, that is worth to keep in mind.

I also noticed that there was a "Billy" folder
that is made for something like a tweak "Green Neural Stunner"?, Example
Not yet. The idea was to change between players on the fly but it became an idea for the other players. We can still implement that.

With sprites we have no limits. We can use numbers or names that in the original game do not even exist. It is just a think about implementation. Even more colors than 16 are possible.
Zilem wrote: Tue Jan 02, 2018 13:29
Sounds Good! ^.^
For Galaxy; we can port over sprites from NetKeen like: Spot, Lindsey, L.T. Barker, Counsil Page, Etc
But they will need all need a sprite for the world map.
for Vorticons; we have 4 with Spot, Kylie and Marta, and we could make more if wanted/needed
Well, if we have them all I will support them, but it really has to be a complete set.
Zilem wrote: Tue Jan 02, 2018 13:29
It's really for a better control over alternate colors for enemies instead of Palette swapping like you show here
I have a few themed enemies mainly Christmas and a WIP Bloog Punk, that i showed on Discord, inspired by Kate's Artwork of it.
Image
Okay, alright. We can make mods or vanilla Keen bigger with those.

I have no problem implementing support for special pictures. I only to want to ensure that the assests will be there so I do not invest time into this and in the end it is left unused. That happened a lot of times in the past. I try to avoid such situations.

Unused features tend to get frustrating and buggy. Other than that I agree.

P.S.: Cool looking Bloog Punk. I would like to see it running in CG :-)

Re: Video by 2 Players

Posted: Thu Jan 04, 2018 15:51
by Zilem
Image
gerstrong wrote: Basically you can configure more in the cgenius.cfg. Not sure how many modes and in what combinations we shall support, but we had many discussions about it in the past.
I fully miss understood what GameRez meant.... o.0
I kind of though GameRes meant the up scaling within the windows, which was why i could not pixel ratio to look right

GameRes: 1920x1080 @ Window: 1920x1080, Renders = Yarr wher's me Spyglass be at!?
This is what i though "GameRes: 320x 200 @ Window: 1920x1080" would be... XD

GameRes: 320x 200 @ Window: 640x400, Renders @ 2:1 - Same as Dosbox
GameRes: 320x 200 @ Window: 1920x1080 - Looks alright, and doesn't mess up a multi screen setup
GameRes: 640x 480 @ Window: 1920x1080 - Looks off, but you kind of need screen space when your 1+ players
gerstrong wrote: I know of no one who wants and could help in that regard. Netplay is something I wanted to implement but I never found a fair chance. I still have other aspects to take care of and less resources to do so.
Lemn made Netkeen so he might have a know a thing or 2 to about it.
maybe also get something like Netkeen working commander Genius?
hmmm...
GameRes: 1920x1080 @ Window: 1920x1080 - could be used as spectator mode, if there was a tournament or something like that XD
GameRes: 320x 200 @ {Player choice} - players mode

I would help if i could, but codding isn't something I'm good at, i frankly thing i'm terrible and that is with simple code.... <.<;
gerstrong wrote: Not yet. The idea was to change between players on the fly but it became an idea for the other players. We can still implement that.

With sprites we have no limits. We can use numbers or names that in the original game do not even exist. It is just a think about implementation. Even more colors than 16 are possible.
Yup, i noticed that.

I think it's for the best we stick to the 16 Original colors (for compatibility)
although, There is nothing wrong adding another shade of color, to replace zigzag-blending of 2 colors in a tile sheet
But it should stay limited, too many shades and it turns pseudo-retro. there need to be a visual coherence.
However alpha channel transparency, don't detract from this if used sparingly on things you expect to see trough, like tinted class
gerstrong wrote: Well, if we have them all I will support them, but it really has to be a complete set.
I can create the missing frames: World map Sprite and Swimming
Spot might require the most re-work

The Question really is, who is the most popular Characters?:
> Princess Lindsey
> Spot
> LT. Barker
> Council Page
(I don't think being a head shorter fits the Janitor that well...)

Re: Video by 2 Players

Posted: Sat Jan 06, 2018 21:31
by gerstrong
Zilem wrote: Thu Jan 04, 2018 15:51 Image
I fully miss understood what GameRez meant.... o.0
Wow nice intro screen. I love it! We should make more out of it. Maybe patch it into Keen 4 Plus.
Zilem wrote: Thu Jan 04, 2018 15:51
I kind of though GameRes meant the up scaling within the windows, which was why i could not pixel ratio to look right

GameRes: 1920x1080 @ Window: 1920x1080, Renders = Yarr wher's me Spyglass be at!?
This is what i though "GameRes: 320x 200 @ Window: 1920x1080" would be... XD

GameRes: 320x 200 @ Window: 640x400, Renders @ 2:1 - Same as Dosbox
GameRes: 320x 200 @ Window: 1920x1080 - Looks alright, and doesn't mess up a multi screen setup
GameRes: 640x 480 @ Window: 1920x1080 - Looks off, but you kind of need screen space when your 1+ players
Yeah, you can do much more there. It also depends on the hardware what resolutions are shown. SDL was very bad on that in the past, so there is a list, but still you can configure it with that file. Not sure if that got better with version 2.0, anyways...

Zilem wrote: Thu Jan 04, 2018 15:51
gerstrong wrote: I know of no one who wants and could help in that regard. Netplay is something I wanted to implement but I never found a fair chance. I still have other aspects to take care of and less resources to do so.
Lemn made Netkeen so he might have a know a thing or 2 to about it.
maybe also get something like Netkeen working commander Genius?
hmmm...
GameRes: 1920x1080 @ Window: 1920x1080 - could be used as spectator mode, if there was a tournament or something like that XD
GameRes: 320x 200 @ {Player choice} - players mode

I would help if i could, but codding isn't something I'm good at, i frankly thing i'm terrible and that is with simple code.... <.<;
Well, Lemm did some research, but for what I remember he did not develop a thing in CG. I don't think he is interested in CGenius that much. Let me take the task of coding and do not worry. If you want to contribute with something, graphics, audio maybe, that would help more. I'm a coder only, so about mods, graphics and level design I am very bad. If you want to help me on that regard I would be very grateful, because there I lack of knowledge. Let coding be my problem.
Zilem wrote: Thu Jan 04, 2018 15:51
gerstrong wrote: Not yet. The idea was to change between players on the fly but it became an idea for the other players. We can still implement that.

With sprites we have no limits. We can use numbers or names that in the original game do not even exist. It is just a think about implementation. Even more colors than 16 are possible.
Yup, i noticed that.

I think it's for the best we stick to the 16 Original colors (for compatibility)
although, There is nothing wrong adding another shade of color, to replace zigzag-blending of 2 colors in a tile sheet
But it should stay limited, too many shades and it turns pseudo-retro. there need to be a visual coherence.
However alpha channel transparency, don't detract from this if used sparingly on things you expect to see trough, like tinted class
Yeah, why not. The engine can use 32-bit colors, what we do out of it is our thing. I like your idea of 16 color and some shades. That was the approach in Keen 4 Plus with the tilesets more or less and I think it really pays out. Still though some dithering was removed and replaced by real colors. I think it looks great. Okay, more colors were used, but shading was applied very sparingly, so the cartoony look is preserved. About Keen 1-3 tilesets, well more or less I like them. Here, we still practiced a lot.
Zilem wrote: Thu Jan 04, 2018 15:51
gerstrong wrote: Well, if we have them all I will support them, but it really has to be a complete set.
I can create the missing frames: World map Sprite and Swimming
Spot might require the most re-work
That would be great. With some finished spritesets I would expand the support for more sprites and we can make a better multiplayer Keen 4 or a special mod for such purpose.

Btw. I am working on getting MoMGalaxy (Keen 1 Galaxy remake) supported without requiring any Keen 5 assets. It will use more python scripts and be the first mod not requiring Keen 5 executable anymore. This means you will be able to get it for free and enjoy. We can also use this mod for multiplayer purposes. The scripts will also make that mod more playable and improve it a bit upon. I'm working hard on that right now. The reason is I like to be more independent of the original code, give the modders the chance to publish their and not have to mess with strange patches. And why not, the engine provides most the code for running these games.

After that I might go back to the multiplayer code. If I see more interest in that regard, why not develop this further and add Netplay. It really takes time to make that engine solid enough for Netplay but it think it would be worth.

Right now my vision is to have a nice keenish platformer, that can become an own game, so more creativity can be put into work, creating one day an own game that is nice old-school like platformer.
Zilem wrote: Thu Jan 04, 2018 15:51
That would be great.

The Question really is, who is the most popular Characters?:
> Princess Lindsey
> Spot
> LT. Barker
> Council Page
(I don't think being a head shorter fits the Janitor that well...)
Well, I would say Princess Lindsey, because it is easy in Keen 4 to meet her. At least I think it is the most known character outside this fan community, don't you think?

Re: Video by 2 Players

Posted: Sun Jan 07, 2018 18:05
by Zilem
gerstrong wrote:
Zilem wrote: Image
Wow nice intro screen. I love it! We should make more out of it. Maybe patch it into Keen 4 Plus.
Glad you like it ^.^
gerstrong wrote: Yeah, you can do much more there. It also depends on the hardware what resolutions are shown. SDL was very bad on that in the past, so there is a list, but still you can configure it with that file. Not sure if that got better with version 2.0, anyways...
Indeed, it's pretty much down to your screen's aspect ratio.
320x200 - 8:5 (16:10)
320x240 - 4∶3

320x200 (16:10) is alright for 16:9 (320x180) since it's very close
but that might require a lot re-work... to get it to render in True 16:9 with 320x180 and 640x360
as from what i can see 16:9 is the most used resolution today, by far
but 16:9 it means for cutting of 20 (10%) pixels in hight, as well as adding 40 (20%) pixels in screen for 4:3.
i could make some mock up to give a visual idea.

But i don't think this is something to focus on right now, as there are other things more important then this.
it's just something down the road.
gerstrong wrote: Well, Lemm did some research, but for what I remember he did not develop a thing in CG. I don't think he is interested in CGenius that much. Let me take the task of coding and do not worry. If you want to contribute with something, graphics, audio maybe, that would help more. I'm a coder only, so about mods, graphics and level design I am very bad. If you want to help me on that regard I would be very grateful, because there I lack of knowledge. Let coding be my problem.
I have not designed levels outside of Jetpack and Starcraft,
but i have tinkered with Textures and Sprites a long while,and made skins mods for a long time.
So I'll stick to character sprites and tile tweaks ^.^
gerstrong wrote: Yeah, why not. The engine can use 32-bit colors, what we do out of it is our thing. I like your idea of 16 color and some shades. That was the approach in Keen 4 Plus with the tilesets more or less and I think it really pays out. Still though some dithering was removed and replaced by real colors. I think it looks great. Okay, more colors were used, but shading was applied very sparingly, so the cartoony look is preserved. About Keen 1-3 tilesets, well more or less I like them. Here, we still practiced a lot.
Yes, which can be seen for the most part the in the tile texture.
But somethings stands out due to too many colors of shade or washed down colors
notable: Slug statue, Stone hut, Sand Dunes background, Forest Tree background
(although a heat over the Sand Dunes would be great!)

Here is a comparison:
Image
A: 4 Colors - Original
B: 7 Colors - Changed Zigzag-shadding into a new color, adding 3 new shades in between the original 4 - manual edit
C: 231 Colors, Holy macaroni! o.0

BTW I don't think they look that different in HDX
gerstrong wrote: That would be great. With some finished spritesets I would expand the support for more sprites and we can make a better multiplayer Keen 4 or a special mod for such purpose.

Btw. I am working on getting MoMGalaxy (Keen 1 Galaxy remake) supported without requiring any Keen 5 assets. It will use more python scripts and be the first mod not requiring Keen 5 executable anymore. This means you will be able to get it for free and enjoy. We can also use this mod for multiplayer purposes. The scripts will also make that mod more playable and improve it a bit upon. I'm working hard on that right now. The reason is I like to be more independent of the original code, give the modders the chance to publish their and not have to mess with strange patches. And why not, the engine provides most the code for running these games.

After that I might go back to the multiplayer code. If I see more interest in that regard, why not develop this further and add Netplay. It really takes time to make that engine solid enough for Netplay but it think it would be worth.

Right now my vision is to have a nice keenish platformer, that can become an own game, so more creativity can be put into work, creating one day an own game that is nice old-school like platformer.
Indeed, I don't see a reason to add a large roster of character's available without a character selection
which i don't see a reason to implement before online play have become a thing
so that can stay on the shelf till then, and instead add 2 additional player characters to Keen 1 and 4 Specials.

Very Interesting, getting a bit more similar to the Doom source engines ^.^
where you only need the .wad Data files: Scripts/Sound/Sprites/Maps.
sounds like possible Bio menace support down the road.

Hmmm... one of the thing i would like to see The Invasion of Vorticons remakes is the zap shot
to play it's animation vertical (use a variant sprite) when hot up or downward, instead of Left and right, Possible?
I'll find and pack the sprites if you want tinker to with them.

I believe the Co-op feature could attract the attention of users, over defaulting to dosbox on PC
Maybe also get some of the youtuber's in on the Idea as that will show to their viewers that Keen co-op
Shikadi-Network, XrackProject (Both Germans) and Hairmonster12 ('Merica'n)

Maybe you'll show us more of your idea for you Keenish game in the future? ^.~
gerstrong wrote: Well, I would say Princess Lindsey, because it is easy in Keen 4 to meet her. At least I think it is the most known character outside this fan community, don't you think?
From Keen 4, yes
Outside of the Council page, whom hide in the story text and the ending sequence of keen 4
(he is also technically in Keens Dream intro story, and is just as useful...)
but she is much more remembered, giving her role for giving Keen Hints: where to find the Wetsuit and the Secret Level.

Anyone who have completed Keen 1, knows who Spot is
which also makes Spot a natural choice for Invasion of the Vorticons in co-op

Keen talks to the Council page once arriving in the shadow lands
it is likely the Page wants to tag along, to make up for calling keen "Captain Keen"
Image

The question about Lindsey is really; Should she wear her Dress as in Keen 4 or Pants like in Netkeen?
Image