Draik wrote:And now, clipping error. Only minor, but still.
This is actually a side effect of the blocking door on the map being removed when you complete the level. You can actually see this happen in the original Keen 5, specifically after finishing Defense Tunnels Vlook and Sorra.
KeenRush wrote:My garg... Eek! Garg Drool I don't use the word much but this thing is just fabulous! Keen modders seem to raise the bar constantly, this is one of the best things I've seen done in Keen. How many levels are there? I'm sure I've already gone through 16! Crazy (Edit: Seems there aren't, I'm just crazy.) How did you come up with this? What a great thing to start the year with.
Wow, thanks for the praise, and from a Modding Master, too! There are twelve regular levels plus the secret one and the world map. And as for coming up with this, I can't lay claim to that (though I'd love to

); it was actually inspired by a Keen 4 patch Levellass posted on Keen:Modding some number of years ago (three, maybe?). I thought it was great but decided to make the pack in Keen 5 because I preferred the graphics and enemies. Plus, I figured a more technological setting would be a better fit.
shikadi wrote:Thumbs up (nothing better to say except i that i dind't found any spherefull or spirogribs)
Indeed, I couldn't think up enough good puzzles to use them in. Other enemies that weren't used in their original form: shockshund and volte-face. The latter became the Shikadi Sentry on the map, and shockshunds were extensively modified into the Clone-O-Zappers.
VikingBoyBilly wrote:This is cool and pretty addicting. If it weren't for the notes on the walls I wouldn't have figured out how to make the clones jump, and I was like "Woah cool!" when I did it, but I think that's bad news for people who can't read SGA.
How do you get into the door up there? Does it lead to a secret level or is it fairly insignificant?
Wow, you can actually read SGA? And to think I just look at my translation printout (pretty sure most other people do this, too). As for the pic, all I'll say is that there are some SGA hints in a couple of the earlier levels and that it's not an insignificant secret.
Syllypryde wrote:What program did you guys use to unzip the program? I have used three different programs, Winzip, WinRar and Universal Extractor to extract the Zip file and neither will work.
That's very odd...did you try unzipping it with the default Windows (you run Windows, right?) extractor (i.e. right click folder, select extract all)? I zipped it with 7zip and haven't had any trouble unzipping. What program finally did the trick?
Syllypryde wrote:I have DOSBox v0.72, so upgrading to v0.73 will probably solve the problem.
Edit: No, I did not solve the problem. I am still getting the "out of memory" error with DOSBox v0.73.
Well, I've been using 0.72 the entire time, and it works fine for me. How are you setting up the mod? You should just have to run puzzle.bat with DOSBox and you're set. The problem might lie with your hardware, as others don't seem to be having any trouble, and if so, the only advice I can give you is to look in the DOSBox readme; there's a section about running memory-intensive programs.
_mr_m_ wrote:I quite enjoyed it, Mink! It seems that the first few levels are really easy -- kind of like training levels.
Thanks, that was the plan; let the player experiment, learn the moves in the early, shorter levels and then string multiple puzzles together for the more challenging later levels.
_mr_m_ wrote:PS - I played the songs I've made alongside the game and they all seem to work quite well. PM me and I'll e-mail them to you with haste.
Woot, thanks! You're in for a real treat, everyone! I'm adding the songs now and will release the new version in a little while.