Commander Keen - Aurora Bliss (RELEASE)

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.
User avatar
Nisaba
Vorticon Elite
Posts: 1480
Joined: Fri Jan 01, 2016 23:34
Location: The Outpost
Contact:

Re: Commander Keen - Aurora Bliss (RELEASE)

Post by Nisaba »

Dave216 wrote: Fri Aug 05, 2022 9:47 "Not enough memory"
I took a look at your modding setup and I noticed one or two things that leave room for improvement.
There are a few tricks to reduce memory usage. One rule of thumb would be to prioritize background graphics over foreground graphics over infoplane graphics.
This means, when ever you have the chance to copy over graphics (like wall or floor tiles) from the foreground to store them into the background tileset, do so and use them as a replacement. Animated waterfall tiles, for example, can be used as background tiles. On top of them, you can put a layer of transparent foreground tiles that have the attached property to either block or kill for instance.
This also applies to the optimization of point items. In some levels you can simply use point items from the foreground layer instead of a dedicated sprite point items. This way you can save quite a bit of memory. (I suspect you've noticed that already)

another rule of thumb - and this might be a bit of a hassle as it requires lots of manual work - is to reduce the number of individual tiles used per level. I have a simple example for you to illustrate the idea.
Image
here you can reduce the number of individual tiles in this section of your tileset by 13 (I know I know, you don't really use all these very tiles ingame. I just chose this as an example to clarify the idea). As a side-effect, this also creates some room in your tileset for other stuff to add in. You might wanna consider this for upcoming projects.
Foray in the Forest progress:
92% Programming || 99% GFX || 96% Levels || 98% Creatures || 93% Story || 94% Music || 95% SFX || 98% Extras

Other projects:
- Play Commander Keen on a GameBoy
- The Lynx Nyx
User avatar
DarkAle
Vortininja
Posts: 300
Joined: Wed Jul 26, 2017 17:40
Location: Ancient Fortress
Contact:

Re: Commander Keen - Aurora Bliss (RELEASE)

Post by DarkAle »

Ok, I've played all the levels and here is a short review:
I think this is a very cool mod with a lot of positives and a couple of surprises. I liked a lot the graphics and, as Nisaba said, the colours you chose are amazing. The creatures are also great and their behaviors were even more so, you were able to use patches to create something truly incredible. I loved the level design and the puzzles you used. I also discovered the secret behind the Hall of Colours, very nice idea! And... Am I forgetting something? Oh, yes, my favorite part: the music is wonderful! You're a great composer!
I'm looking forward to a possible sequel
Commander Keen in... Robot Apocalypse!
Episode 13: The Ultra Omegamatic viewtopic.php?f=4&t=6802
Episode 14: Secret of the Sorcerer viewtopic.php?t=13031
User avatar
XkyRauh
Mortimer's RightHand Man
Posts: 410
Joined: Thu Nov 01, 2007 16:32
Location: San Diego, California

Re: Commander Keen - Aurora Bliss (RELEASE)

Post by XkyRauh »

Dave216, this is truly remarkable and incredible. This is the first KeenMod I've played start-to-finish and re-played in years! Your music sets the atmosphere well, and I really liked your level design. Like Ceilick said, it felt fair, and I appreciated how compact things tended to be.

My least favorite level was the Temple of Wisdom, because GOODNESS it is large. Too large for me!

I managed to figure out the epilogue, but I have to ask: Which level contained Hint V? I was unable to locate it and had to use deduction to solve the puzzle.

The sprite for the stunned Saptyr is very memorable--his smile and posture are EXTREMELY THREATENING and I adore it even if it is truly horrifying.

Like Ceilick, I wasn't entire sure what I was supposed to be doing at first, until Keen apologized to the first JollyBot, but that's okay. This is a really great mod. THANK YOU for making it!
Dave216
Grunt
Posts: 11
Joined: Wed Jun 29, 2022 15:37
Location: Croatia

Re: Commander Keen - Aurora Bliss (RELEASE)

Post by Dave216 »

XkyRauh wrote: Sat Aug 06, 2022 23:55 I managed to figure out the epilogue, but I have to ask: Which level contained Hint V? I was unable to locate it and had to use deduction to solve the puzzle.
Thanks! I've really thought that nobody will like this mod. Your kind words really inspire me to do more :)
You're right. After checking out all the levels in Abiathar, I see no V. It wasn't meant to be left out, just accidentally erased it :D
Either that, or I've hidden it so well that even I can't find it. Nevertheless, I'll add it in a future update.

Anyway, for those who are having trouble with last numeral : V = Pink
"I don’t care what model it was! No vacuum cleaner should give a human being a double polaroid!"
User avatar
DoomJedi
Vorticon Elite
Posts: 863
Joined: Mon Dec 14, 2009 11:22
Location: Israel

Re: Commander Keen - Aurora Bliss (RELEASE)

Post by DoomJedi »

Liking the mod so far.
Nice designs, unique atmosphere, great music, good challenge.
Everything to want about Keen mod.

I like how it's...doing more with less. With smart art reuses and nice enemy designs that needed no enemy code patches to feel unique.
It feels like a new game - without making unique enemies.
This is what I like about modding - finding how to do more with less, how to smartly convert and reuse existing coding feats. How to embrace the limitations and yet making then not noticeable.
User avatar
Syllypryde
Vorticon Elite
Posts: 935
Joined: Tue Jan 20, 2009 18:33
Location: Michigan
Contact:

Re: Commander Keen - Aurora Bliss (RELEASE)

Post by Syllypryde »

This is a great mod. Like most have said already the graphics, color schemes, the music, the creature replacements that are close enough so you know which ones they are replacing but different enough to mostly be unique, the level designs are all top notch. My only gripe (and it is a minor gripe) are the filler levels, but there is enough in most of them to warrant their existence. I know it is considered inappropriate here to reveal posts made in private, but the biggest reason I made those private posts to Dave216 is because I didn't want to spoil any secrets publicly that other players may not have discovered yet. This is where I had made suggestions on what I would have done differently in those filler levels, and possible suggestions to make the secrets even more secret.

It is common knowledge to most on this forum that I usually start on easy and work my way up to hard. I spent FOREVER on easy because I was spending more time deciphering the clues and looking for secrets than I was trying to complete the game. Many levels I had already competed I played again 2 sometimes 3 times because I forgot clues that I should have written down or recorded. I'm about 4 levels into my hard run now.

This is a mod I could replay many times and not get bored of it.
What is Directive X_M?
User avatar
Nisaba
Vorticon Elite
Posts: 1480
Joined: Fri Jan 01, 2016 23:34
Location: The Outpost
Contact:

Re: Commander Keen - Aurora Bliss (RELEASE)

Post by Nisaba »

Our wiki now also contains information about Aurora Bliss:
Image

keenwiki.shikadi.net/wiki/Aurora_Bliss
Foray in the Forest progress:
92% Programming || 99% GFX || 96% Levels || 98% Creatures || 93% Story || 94% Music || 95% SFX || 98% Extras

Other projects:
- Play Commander Keen on a GameBoy
- The Lynx Nyx
Post Reply