Commander Genius (Aka CloneKeenPlus) 0.3.0.3 Release
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- Vorticon Elite
- Posts: 1244
- Joined: Wed Dec 31, 2008 14:44
- Location: Frankfurt - Germany
- Contact:
Good News!
I have released another version of Commander Genius with some fixes and a new timer which made the game much faster. The frameskip-option has been removed, but autoframeskip is still there. The frameskipping happens completly automatic now.
The timer is really great! Now I called it 0.3 Turbo. Just this version will be named this way. It is just so you can compare it. Future versions will have this new timer.
Enjoy!
I have released another version of Commander Genius with some fixes and a new timer which made the game much faster. The frameskip-option has been removed, but autoframeskip is still there. The frameskipping happens completly automatic now.
The timer is really great! Now I called it 0.3 Turbo. Just this version will be named this way. It is just so you can compare it. Future versions will have this new timer.
Enjoy!
- DaVince
- lazy/busy Keener
- Posts: 1476
- Joined: Thu Nov 01, 2007 15:34
- Location: Amsterdam, Netherlands
- Contact:
Right. I'm getting a white screen under the default settings (using the open/free ATI drivers), maybe it's a good idea to have it default to software rendering first...
Physics bug: press a direction and the jump key simultaneously and Keen will "boost" jump to that direction. I'm sure the original game didn't do this, as I keep being annoyed by jumping far too much to a specific direction during the action. The same sometimes happens when you have a lot of momentum towards one direction, release the direction key and THEN jump. Keen really should jump forward that much in these cases.
Another physics bug: in the pogo level, try tapping the jump key near any of the altar steps. Keep barely jumps at all for some reason. Edit: actually, I found he does this anywhere. Tapping = 0 to 1 pixel jump.
I found that this inaccuracy in jump strength makes it impossible to get the lolly pops under the vines in the green cactus building level.
Another physics bug: again in the pogo level. Try jumping over the fire gaps. Big chance that when you reach the left side of the level, you fall down in the 1 tile gap to its left, even though the tile above that was supposed to block you from moving any further. So the problem is, inertia/movement speed should be brought to a stop when colliding with a tile horizontally, but it doesn't.
Pogoing is now perfect, thanks a lot.
Map bug: The "Keens Left" thingy after re-entering the map after dying disappears really quickly.
Ogg music bug: it still plays back too fast/high for some reason. The music doesn't quite loop seamlessly either.
Cheat bug: when enabling GOD mode it just says "enabled", even when disabling God mode. You're probably aware of this.
The HQP is getting pretty awesome. There's some amazing artwork in there.
Physics bug: press a direction and the jump key simultaneously and Keen will "boost" jump to that direction. I'm sure the original game didn't do this, as I keep being annoyed by jumping far too much to a specific direction during the action. The same sometimes happens when you have a lot of momentum towards one direction, release the direction key and THEN jump. Keen really should jump forward that much in these cases.
Another physics bug: in the pogo level, try tapping the jump key near any of the altar steps. Keep barely jumps at all for some reason. Edit: actually, I found he does this anywhere. Tapping = 0 to 1 pixel jump.
I found that this inaccuracy in jump strength makes it impossible to get the lolly pops under the vines in the green cactus building level.
Another physics bug: again in the pogo level. Try jumping over the fire gaps. Big chance that when you reach the left side of the level, you fall down in the 1 tile gap to its left, even though the tile above that was supposed to block you from moving any further. So the problem is, inertia/movement speed should be brought to a stop when colliding with a tile horizontally, but it doesn't.
Pogoing is now perfect, thanks a lot.
Map bug: The "Keens Left" thingy after re-entering the map after dying disappears really quickly.
Ogg music bug: it still plays back too fast/high for some reason. The music doesn't quite loop seamlessly either.
Cheat bug: when enabling GOD mode it just says "enabled", even when disabling God mode. You're probably aware of this.
The HQP is getting pretty awesome. There's some amazing artwork in there.
Wow look at me I'm lurking
It's my first post on PCKF, so Hi everyone!
I am one of the new developers on Commander Genius (previously Clone Keen Plus). I added some code from my other project OpenLieroX for file handling in CG and I ported it to MacOSX.
I also prepared a DMG for the current 0.3 release. You can download it here:
https://sourceforge.net/projects/clonek ... g/download
Would be nice to get some report.
Edit: Reuploaded Universal binary. I hope it works on all MacOSX version since 10.3 for both PPC and i386.
Edit2: Forgot to include the game data in the application bundle. I reuploaded it again. I hope it works now. Any feedback?
I am one of the new developers on Commander Genius (previously Clone Keen Plus). I added some code from my other project OpenLieroX for file handling in CG and I ported it to MacOSX.
I also prepared a DMG for the current 0.3 release. You can download it here:
https://sourceforge.net/projects/clonek ... g/download
Would be nice to get some report.
Edit: Reuploaded Universal binary. I hope it works on all MacOSX version since 10.3 for both PPC and i386.
Edit2: Forgot to include the game data in the application bundle. I reuploaded it again. I hope it works now. Any feedback?
Last edited by albert on Sat Aug 15, 2009 16:48, edited 1 time in total.
Some information for compiling it yourself on MacOSX:
It's very trivial. Just checkout the source from SVN, open the Xcode project file (under build/Xcode) and press compile.
You need to have the following installed to have it worked:
- Xcode developer tools
- Subversion (should be always since MacOSX 10.5)
- SDL MacOSX framework
It's very trivial. Just checkout the source from SVN, open the Xcode project file (under build/Xcode) and press compile.
You need to have the following installed to have it worked:
- Xcode developer tools
- Subversion (should be always since MacOSX 10.5)
- SDL MacOSX framework
The game is freezing for me every time hint text pops up.
Also, the bridges aren't working properly. I have 4 bridges in one level... they all work using keen2, but in CloneKeen I can flip one switch once, and then I can't flip any switches anymore.
Also, the bridges aren't working properly. I have 4 bridges in one level... they all work using keen2, but in CloneKeen I can flip one switch once, and then I can't flip any switches anymore.
Last edited by lemm on Wed Aug 19, 2009 4:12, edited 1 time in total.