The Banana Mod
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- Vortininja
- Posts: 42
- Joined: Sun Mar 16, 2008 1:38
- Location: Canada
The Banana Mod
Hey there, everyone! It appears Keen Day has rolled around again, and with it another couple weeks of cramming to get something Keenish done. Those of you who are longtimers on #pckf may remember my perpetually-in-alpha Banana Mod, which I had intended to release on Keen Day 2010. Obviously, that didn't pan out. Then I started disappearing for long periods of time, and long story short I never got around to completing it.
Until now, that is. I decided in the past couple of weeks that I wasn't going to miss another Keen Day, and got to work on finishing this mod. So, ladies and gentlemen, may I present the first release of the Banana Mod!
Now, in part because I was determined to get this out the door for Keen Day, this is a remarkably unfinished product. There's no ending, the world map is a joke, and the point placement is rather schizophrenic. But I promised myself I was going to release something on Keen Day, and dammit I'm going to release something on Keen Day. So let me apologize for the state of this mod, and hope that you enjoy it to whatever extent is possible. (Also note that this is most certainly not the final version, so please don't hate me too much. )
Until now, that is. I decided in the past couple of weeks that I wasn't going to miss another Keen Day, and got to work on finishing this mod. So, ladies and gentlemen, may I present the first release of the Banana Mod!
Now, in part because I was determined to get this out the door for Keen Day, this is a remarkably unfinished product. There's no ending, the world map is a joke, and the point placement is rather schizophrenic. But I promised myself I was going to release something on Keen Day, and dammit I'm going to release something on Keen Day. So let me apologize for the state of this mod, and hope that you enjoy it to whatever extent is possible. (Also note that this is most certainly not the final version, so please don't hate me too much. )
- StupidBunny
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First of all, this is a genius idea. I love it. Please don't let it go unfinished.
Second, my biggest problem with the gameplay is that Keen's windup jump makes it very difficult to make quick high jumps, and most of the times I've died it's been because I started the jump cycle a fraction of a second too late and Keen careened into a wall or hazard or whatever. That might just be because my timing sucks but you might patch Keen to jump a bit faster.
I like how the levels loop. I didn't notice that on level 2 for a while, and was like, "wow, this level is repetitive..."
That said, the graphics are pretty repetitive and I hope you put in more visual variety, decorations, etc. in later releases. Sliding through one gunmetal room after another gets a bit old.
Also the story is hilarious.
If I come up with anything else I'll let you know. There's obviously a lot left to do with this but by what you have so far I think this could shape up into something really unique (as I guess it already is.)
Second, my biggest problem with the gameplay is that Keen's windup jump makes it very difficult to make quick high jumps, and most of the times I've died it's been because I started the jump cycle a fraction of a second too late and Keen careened into a wall or hazard or whatever. That might just be because my timing sucks but you might patch Keen to jump a bit faster.
I like how the levels loop. I didn't notice that on level 2 for a while, and was like, "wow, this level is repetitive..."
That said, the graphics are pretty repetitive and I hope you put in more visual variety, decorations, etc. in later releases. Sliding through one gunmetal room after another gets a bit old.
Also the story is hilarious.
If I come up with anything else I'll let you know. There's obviously a lot left to do with this but by what you have so far I think this could shape up into something really unique (as I guess it already is.)
- troublesomekeen
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FANTASTIC!!! Unbelievable, I was not expecting to see anything as dramatic as this from a Keen mod any time soon! I mean KeenRush has done this kind of thing before, with *sways nauseously* where was I - yes KR has used patches to put you under pressure, and his levels are more complex and mentally taxing. But these levels are EXHILARATING. (well I got as far as level 3 so far)!
The graphics (well the Keen sprite) is amazing.
But.. am I the only one who finds this dizzying to the point of nausea? I actually feel unpleasant in my head and stomach after ten minutes of playing!! PLEASE MAKE IT REVERSE DIRECTION!!!!!!
True. But I think this is one of the key points on which this game challenges the player.Stupidbunny wrote: very difficult to make quick high jumps
Typical Keener!!! Herry Jerry has written an exemplary helpfile as well as a readme.troublesomekeen wrote:read the patch file
The graphics (well the Keen sprite) is amazing.
But.. am I the only one who finds this dizzying to the point of nausea? I actually feel unpleasant in my head and stomach after ten minutes of playing!! PLEASE MAKE IT REVERSE DIRECTION!!!!!!
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- Vorticon Elite
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- Vortininja
- Posts: 42
- Joined: Sun Mar 16, 2008 1:38
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Wow, I never expected the reception to be this positive! Thanks, guys!
As for the graphics, yeah those could still use some work. The grey backgrounds actually used to be patterned, but I deemed it a little too loud to be the most common background. You can actually still see the tile pattern in places, most obviously in level 9. Modified, of course, but the basic outline is still there.
As Benvolio said, that is one of the main challenges of the game, so unfortunately there's not a whole lot I can do about that. That being said, maybe an optional "easy mode" patchfile that makes Keen jump quicker could be a good idea. I'll look into that.StupidBunny wrote:my biggest problem with the gameplay is that Keen's windup jump makes it very difficult to make quick high jumps
As for the graphics, yeah those could still use some work. The grey backgrounds actually used to be patterned, but I deemed it a little too loud to be the most common background. You can actually still see the tile pattern in places, most obviously in level 9. Modified, of course, but the basic outline is still there.
I think the best advice I can give you there is to make it run in as small a window as possible. (Maybe even unscaled 320x200, if necessary.) But I don't get motion sickness from games, so my advice is probably worthless and you'd be better off listening to someone who knows how it works.Benvolio wrote:am I the only one who finds this dizzying to the point of nausea? I actually feel unpleasant in my head and stomach after ten minutes of playing!! PLEASE MAKE IT REVERSE DIRECTION!!!!!!
My personal theory is that Keen's town is headquarters to the largest producer of death spikes in the world, and some of the levels take place in the DeathSpike Inc. ("Dispensing Galactic Justice with an Iron Spike") storage warehouses.Plasma Captain wrote:On a side note... Billy's town really needs a city ordinance on death spikes.
It's simple enough to slow the game speed, that should help with any nausea.
This mod has mediocre graphics, no enemies, and little story. And yet, and yet... its core idea, it's unique gameplay is just so... so... different from pretty much all Keen mods. It's quirky, unique and frustrating all in one, and something that makes for a truly outstanding game experience.
This mod has mediocre graphics, no enemies, and little story. And yet, and yet... its core idea, it's unique gameplay is just so... so... different from pretty much all Keen mods. It's quirky, unique and frustrating all in one, and something that makes for a truly outstanding game experience.
What you really need, not what you think you ought to want.
See, the speed is what makes the game fun. I don't know how many 2D games run at that speed. When you think of fast games you think of 3d racers where the direction if forward and thus it doesn't bother your vestibular system.Levellass wrote:simple enough to slow the game speed
So I wouldn't dream of changing the game speed as the speed was calibrated by the modder to give the best gaming experience. Instead, perhaps short bursts is how this game needs to be played by some or all players. Or alternatively if it could be patched so that every alternative level goes right-to-left!!
Actually running it in a window helps. But fullscreen is king!!
Edit: I noticed a problem just there when playing again, this didn't happen me before but when I exit level 6, Keen dies despite no hazard present. Just though I'd let you know!
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- Kuliwho?
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Man, this mod is so amazing. The concept is so funny and crazy, makes me prouder day by day to be part of the Keen scene, where else are people
making unique ideas like this into completed (ok, this is unfinished I know, you get the point) products? Seriously, name any. This has some of the best patch hacking ever seen. As Benvolio said, this is exhilerating, the gameplay is something entirely new. The change one needs in one's thinking of level design must've been interesting. This is so well executed that there is nothing else to say but: I'm going to play it again at some point (I've already played it through 3-4 times (but still can't find any exit in the last level)). Hoping to see a polished version with all the 16 levels. The graphics are ok and Keen animation looks natural. The dodging adds an interesting element, as said already (and I can just visualize a skateboard under his shoes). There is much more potential to this idea than this mod utilizes, I feel like stealing the patches and making a bootleg mod. Awesome work, I'm glad that you got it released for Keen Day.
making unique ideas like this into completed (ok, this is unfinished I know, you get the point) products? Seriously, name any. This has some of the best patch hacking ever seen. As Benvolio said, this is exhilerating, the gameplay is something entirely new. The change one needs in one's thinking of level design must've been interesting. This is so well executed that there is nothing else to say but: I'm going to play it again at some point (I've already played it through 3-4 times (but still can't find any exit in the last level)). Hoping to see a polished version with all the 16 levels. The graphics are ok and Keen animation looks natural. The dodging adds an interesting element, as said already (and I can just visualize a skateboard under his shoes). There is much more potential to this idea than this mod utilizes, I feel like stealing the patches and making a bootleg mod. Awesome work, I'm glad that you got it released for Keen Day.
My newest mod - Commander Keen: Sunset: viewtopic.php?t=8568 | codename H.Y.E.N.A.