NETKEEN: Multiplayer Keen Game

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.
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tulip
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Post by tulip » Tue Mar 29, 2011 16:05

WAHT? You don't get harmed by your own bombs? Oh man, there I was carefully avoiding my own thrown bombs.
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Post by Dynamo » Tue Mar 29, 2011 18:40

Aren't bombs technically harmless to keen in keen dreams? IIRC they are. So they should stay that way.
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Post by NY00123 » Tue Mar 29, 2011 18:58

CKeen wrote:Aren't bombs technically harmless to keen in keen dreams? IIRC they are. So they should stay that way.
Thanks for giving out some idea!
Here it is: As in Dreams, if you shoot a bomb and it doesn't hit any player, it'd just stay on the level in collectible form.
Problem: Potential unbounded increase of in-game objects... and when memory is a great constraint in NETKEEN, it may not work out so well.

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Nospike
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Post by Nospike » Tue Mar 29, 2011 19:52

In KD, the bombs disappear after a while to prevent memory issues like you mentioned.
It just might be done someday. The chance is always there.

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Commander Spleen
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Post by Commander Spleen » Wed Mar 30, 2011 1:15

Aren't bombs technically harmless to keen in keen dreams? IIRC they are. So they should stay that way
I'm talking about an option here. It'd be off by default, but if the host wants to turn it on it's just a matter of going into the game options.

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lemm
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Post by lemm » Wed Mar 30, 2011 3:43

NY00123 wrote: Here it is: As in Dreams, if you shoot a bomb and it doesn't hit any player, it'd just stay on the level in collectible form.
Problem: Potential unbounded increase of in-game objects... and when memory is a great constraint in NETKEEN, it may not work out so well.
Yeah, that was the reason I didn't make them collectable again.

There could be an option to make bombs self-damaging.

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Syllypryde
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Post by Syllypryde » Wed Mar 30, 2011 21:49

Maybe someday there could be Keen 7-9 levels included in NetKeen!
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Post by Snortimer » Wed Mar 30, 2011 23:22

Syllypryde wrote:Maybe someday there could be Keen 7-9 levels included in NetKeen!
Oh, that would be neat! I'd be more interested in that than in any of the other gameplay modifications discussed, to be honest. Keen 8 & 9 especially.
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XkyRauh
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Post by XkyRauh » Thu Mar 31, 2011 7:15

I agree! How hard would it be to patch some Ceilick Trilogy stuff in? :D

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Commander Spleen
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Post by Commander Spleen » Thu Mar 31, 2011 7:34

Well since the Keen behaviour is unchanged, he still uses his stunner, and there aren't any AI enemies in NetKeen, it should be just a matter of doing exactly what Ceilick did for the existing episodes; transplanting the tileset and then building the tileinfo and levels.

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Post by TerminILL » Thu Mar 31, 2011 9:03

Previously, NetKeen required command line fiddlery and was a little overcomplicated. No more! Behold, NKLAUNCH! Making it super easy to get NetKeen up and running with minimal fuss! Note you will still need players etc, IRC is highly recommended.

http://dl.dropbox.com/u/4136382/nklaunch.zip

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tulip
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Post by tulip » Thu Mar 31, 2011 11:07

Now this is a deal, TerminILL
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Snortimer
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Post by Snortimer » Thu Mar 31, 2011 22:26

Tutorial updated

Please tell me if that's correct, TerminILL.

P.S. Is there any time when a port other than 3140 would be used?
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Post by TerminILL » Fri Apr 01, 2011 2:45

The port needs to be entered before the nodes.

A port other than 3140 might be used if for some reason you're unable to forward 3140. Theoretically, any port from 1025 up could be used if it is not already in use.

I will update this a little soon, since what's there is basically what I whipped up in an hour, tops.

EDIT: New version is go, at the same link. This allows for hosting, and prevents a possible memory usage issue present in the old version.

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Snortimer
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Post by Snortimer » Fri Apr 01, 2011 11:12

Wow, very nice, thanks.
Just a question: does NetKeen through CKLaunch use more memory than NetKeen without it?
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