Other people to help with 2.5 commander keen (unity engine)
I love your graphics! However...do you still want any models from me? After looking at your stuff, they might be too low poly for your project (I am going for an N64 motiff). But please let me know if you do. You can even take my models and change them, I don't mind.
Here are some pics of my stuff:
http://smg.photobucket.com/albums/v337/ ... w-Keen.jpg
http://smg.photobucket.com/albums/v337/ ... pdate1.jpg
I have more than just Keen, I have almost all of the characters from Keen 1 (I've even made a dopefish and a few Keen 4 trees).
Here are some pics of my stuff:
http://smg.photobucket.com/albums/v337/ ... w-Keen.jpg
http://smg.photobucket.com/albums/v337/ ... pdate1.jpg
I have more than just Keen, I have almost all of the characters from Keen 1 (I've even made a dopefish and a few Keen 4 trees).
Please make a Mario 64 Mod or something with these in! It would be awesome to play these on an actual N64 (and with a ROM made ahead of time, transferring to cartridge is relatively simple)!Lava89 wrote:(I am going for an N64 motiff) ....
Here are some pics of my stuff:
http://smg.photobucket.com/albums/v337/ ... w-Keen.jpg
http://smg.photobucket.com/albums/v337/ ... pdate1.jpg
Cereal Board!
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No, it's a fan-made engine that can only run fan-made games written for KEENgine specifically. It's also not completely accurate.About KEENgine, is that the engine the commander keen games are runnig on?
I think it's written in some form of BASIC or something, maybe you could get in touch with its creator to learn how he coded some of the things.
Wow look at me I'm lurking
Welcome to the forums, Yamaha_ERG121, very neat project from what I've read and seen so far! I wish I could help, but my expertise is pretty much limited to the original games and the ega palette. I'll definately try to offer commentary whenever needed though.
To begin with, I definitely recommend using an approach similar to Project Shadowlands; take an existing episode of keen and transform it into the engine you plan to work with. This certainly doesn't have to be episode 4, but my personal opinion is that episode 4 or 6 are the best options. I think that creating the game with a familiar environment and story will make development easier (less stress in trying to come up with new, keenish ideas) and you'll have a wider audience and support from both the hardcore fans (the forum regulars) and casual keen fans.
Up to you how you want to proceed and I'd definitely support a completely new Keen adventure if thats the direction you're going
To begin with, I definitely recommend using an approach similar to Project Shadowlands; take an existing episode of keen and transform it into the engine you plan to work with. This certainly doesn't have to be episode 4, but my personal opinion is that episode 4 or 6 are the best options. I think that creating the game with a familiar environment and story will make development easier (less stress in trying to come up with new, keenish ideas) and you'll have a wider audience and support from both the hardcore fans (the forum regulars) and casual keen fans.
Up to you how you want to proceed and I'd definitely support a completely new Keen adventure if thats the direction you're going
You are aware of Lava's Keen 64 project I hopeDheadshot wrote:Please make a Mario 64 Mod or something with these in!
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Well finally i can give an update exacly worth mentioning..
I am very busy these last months and it's sometimes hard to find time to work on commander keen. I want to read these boards more too.
Keen is modelled now. (No textures yet, but that will happen in upcoming days). Have to find out some things about Unity and bump mapping.. so!
Some parts still needs some tweaking.. (He looked a little big too fat at the first import in Unity LOL). When i look at it some other day i'll probaby tweak it a little more. Next will be the animation of the model. (That is why he is standing this weird).
Parts of the coding are further already.. Keen can now pogo jump in the script.
Well this is the model... (textures still missing).
I am very busy these last months and it's sometimes hard to find time to work on commander keen. I want to read these boards more too.
Keen is modelled now. (No textures yet, but that will happen in upcoming days). Have to find out some things about Unity and bump mapping.. so!
Some parts still needs some tweaking.. (He looked a little big too fat at the first import in Unity LOL). When i look at it some other day i'll probaby tweak it a little more. Next will be the animation of the model. (That is why he is standing this weird).
Parts of the coding are further already.. Keen can now pogo jump in the script.
Well this is the model... (textures still missing).
no
Wow.
Cereal Board!
(Cereal wiki has sadly died)Deltamatic wrote:Prepositions are things I end sentences with.
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Nice work! What is the polygon count?
Is there a way to see it without the grid? Just so it can be easier to see how the model looks without the wire-frame look to it. You could also color the model with materials, before you texture it, that might help as well in getting a feel for the model.
Either way, awesome work!
Is there a way to see it without the grid? Just so it can be easier to see how the model looks without the wire-frame look to it. You could also color the model with materials, before you texture it, that might help as well in getting a feel for the model.
Either way, awesome work!