[off-topic]
@Syllypryde: It's not that I never playtest them. When they're hard, I look in the editor to see if they're possible to complete, but sometimes I miss things. I'm not perfect, and neither is anyone else.
[/off-topic]
I would be happy to play this mod once it's properly bugfixed. And I'm going to try what Syllypryde suggested to you, and what Vortlike and Quillax suggested to me. And you should too. I'm not being pushy, so please don't get my post as being mean. I'm not.
Keen Dreams Gold Edition
- SodiumtheGlitcher
- Vortininja
- Posts: 102
- Joined: Wed Oct 16, 2024 0:24
- Location: Impossible Bulleting out of Keen 6 and Geometry Dashin' both at the same time
Re: Keen Dreams Gold Edition
Put me in a room full of chlorine. Results: I die and turn into a pillar of salt and a very buggy Keen 6.
IMPOSSIBLE BULLET FOR LIFE!!!!!!!!!!!!!
IMPOSSIBLE BULLET FOR LIFE!!!!!!!!!!!!!
Re: Keen Dreams Gold Edition
The bugs are not too massive, they are just hard to capture on video or to show you. (I tell you, 1 is already fixed for example.) Because for ktx58 there were bugs that didn't happen, but in case of myself happened so. So it's really random and I'm working on and try to finish the update as soon as possible.Syllypryde wrote: ↑Mon Jan 20, 2025 15:12Unfortunately most of us are not going to download an update that you publicly admit still has massive bugs. Also most of us aren't going to download 3+ different updates just because you chose to update after every bugfix rather than getting all the bugs fixed and releasing these fixes all in one update. This suggestion was also made to Sodium after 3+ updates to one of his own projects simply because he allegedly never play tested his mod to make sure all the levels were solvable. Once you get everything straightened out I will be happy to download and play it. Until then I will downgrade to your original Gold and play that or play something else.
The mapheader was the most important, even if it was a single fix, because if the wrong version of the mapheader was still left in, I would be in trouble for violating GNU as K1n9_Duk3 said. If I was a programmer, I would already finish all bugfixings. And the current/latest bugs were sent to ktx58, who will hopefully fix them as much as possible.
So stop being so pessimist as your criticizing also downgrades Keen Dreams Gold, even if the bugs exist and are true fact (I know that already!). I've already told you and all: Keen Dreams Gold is my "child" and won't take it away. Once I started? I will finish.

Yeah, piece of cake!
Re: Keen Dreams Gold Edition
I was asking for KeenWiki purposes, as that site hosts multiple downloads for some mods to preserve the different versions. It's okay to not have a version number, though, the latest download is called "newest" in the article. I also added a link to the version from May 11, 2024 and called it "old release".
By the way, why is does it say Yes for "New gameplay"? From what I've played of it, it doesn't play much differently from the original Keen Dreams. You added ledge grabbing (nice addition I say!) and gave Keen a stopping animation (which feels unnecessary and annoying), but I feel like they aren't enough to constitute for new gameplay. To me, "New gameplay" should be for mods that substantially change to a point where it barely plays like a Keen game, something like Sunset or Keenball. I don't consider Episode 59 and Foray in the Forest to have new gameplay as while they have new mechanics, they don't fundamentally alter how the Keen gameplay works. Episode Dash is a tricky one, as it plays like a Keen game for the most part, but the addition of a timer is a change at the fundamental level that very much changes how you play Keen in a way never done before. (This probably needs its own discussion...)
Quillax Ship - Where you can download all of my cool, keen mods and super-marvelous fangames!
Re: Keen Dreams Gold Edition
Gameplay of Keen Dreams Gold Edition is similar, but you have to complete all 16 levels to unlock the secret level(s) for example. Isn't that gameplay change? Since this feature didn't exist in the original Keen Dreams...Quillax wrote: ↑Thu Jan 23, 2025 16:42
By the way, why is does it say Yes for "New gameplay"? From what I've played of it, it doesn't play much differently from the original Keen Dreams. You added ledge grabbing (nice addition I say!) and gave Keen a stopping animation (which feels unnecessary and annoying), but I feel like they aren't enough to constitute for new gameplay.
Yeah, piece of cake!
Re: Keen Dreams Gold Edition
Ledge grabbing alone is already a gameplay change. You are able to do things you weren't able to before. Maybe even reach places you weren't able to before.
Re: Keen Dreams Gold Edition
Okay, I finally figured out what was causing some jumps to be cut short. If the jump button is pressed at the same time as the left/right key is released when Keen is walking, the KeenWalkThink() routine calls KeenStandThink() and then changes Keen's state to the turning state. Probably because KeenStandThink() would have changed the state to the standing state, effectively cancelling the turn animation. Since KeenStandThink() would have started the jump, changing Keen's state to the turning state after that function call effectively cancels the jump altogether.
To fix this problem, modify the KeenWalkThink() code (in KDG_KEEN.C) like this:
And to make Keen process player input correctly during the turning frame, modify the two turning states as follows:
Something else I wanted to mention is the VW_SetScreen code. You are using the BioMenace code and you also have a copy of the original Keen 4-6 v1.4 version of VW_SetScreen, but both of them are kind of buggy in DOSBox. You should take a closer look at the ID_VW_AE.ASM file from my Atroxian Realm v1.4 update. That code is practically identical to the version I used in FITF and it worked fine for us. Keep in mind that the latchpel variable defaults to 1 (true) in my code, so you will need to set the latchpel variable to false (0) when the /LATCHPEL parameter (or whatever parameter name you want to use) is detected in VW_Startup. And you will need to revert VW_InitDoubleBuffer back to the original implementation.
To fix this problem, modify the KeenWalkThink() code (in KDG_KEEN.C) like this:
Code: Select all
void KeenWalkThink (objtype *ob)
{
int move;
if (!c.xaxis)
{
// K1n9_Duk3 fix: change state FIRST because the function call might
// trigger other state transitions and we DON'T want to cancel those
ob->state = HLKEENSTATE(turn);
// K1n9_Duk3 fix: I'm still not sure if we need to change the clipping
// at all at this point, but we definitely can't change it after calling
// KeenPauseThink, since Keen might have started climbing a pole and that
// needs to be done in noclip mode. I think this is just here to fix a
// glitch that was caused by changing Keen from pole climbing back into
// the turning state in the old version of this code, where the state
// change and the clipping change were done after calling KeenStandThink.
ob->needtoclip = true;
// K1n9_Duk3 fix: call KeenPauseThink, not KeenStandThink
KeenPauseThink (ob);
return;
}
/*...*/
Code: Select all
statetype s_keenturn = {KEENTURNLSPR,KEENTURNRSPR,stepthink,false,
true,10, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_keenstand};
Code: Select all
statetype s_nhkeenturn = {NHKEENTURNLSPR,NHKEENTURNRSPR,stepthink,false,
true,10, 0,0, KeenPauseThink, KeenContact, KeenStandReact, &s_nhkeenstand};
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
- troublesomekeen
- Vorticon Elite
- Posts: 1246
- Joined: Fri Feb 03, 2012 8:01
- Location: Three-Tooth Lake
- Contact:
Re: Keen Dreams Gold Edition
Anyone else get a strange frame as soon as Keen stops moving right or left? It feels clunky and overrides throwing Flower Power at crucial moments.
Jumping attacks seem to be the superior move since I find grounded throws are unreliable. I don't know what this is or what is causing it, but PJ Keen's movement is all jacked up.

Jumping attacks seem to be the superior move since I find grounded throws are unreliable. I don't know what this is or what is causing it, but PJ Keen's movement is all jacked up.


Commander Keen in... Canteloupe Quest!
Re: Keen Dreams Gold Edition
K1n9_Duk3 has fixed this for the next update, so once I'm done with it, you will no longer confront this problem. 
Regarding the sprite, it was completely unused in the original Keen Dreams and in the source you will find KEENTURNLSPR and KEENTURNRSPR.

Regarding the sprite, it was completely unused in the original Keen Dreams and in the source you will find KEENTURNLSPR and KEENTURNRSPR.
Yeah, piece of cake!