Foray in the Forest

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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Nisaba
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Re: Foray in the Forest

Post by Nisaba »

Emmxyzzy wrote: Sat Jan 27, 2024 13:25 This mod is mind-blowing. It's so good, and I'm so impressed, that my level of impressed has almost looped around to me being angry at how good it is. I don't think I could give a higher compliment, and I haven't even played it through properly yet.

Really looking forward to exploring it the whole way through and discovering all the secrets. Thank you so much for creating this.
Thanks for your kind words. Appreciated!
Quillax wrote: Sat Dec 30, 2023 9:14 ... I think what makes it hard for me to be very impressed is that source code modding seems to be easier and less limited than patch modding, and yet I've already seen a lot of this stuff in patched mods...
As previously announced, we've put together an overview of the changes and improvements we've made to the source code. I hope that this will provide at least some degree of clarity of the work, that went into the development of this game and its altered engine.

Code: Select all

FITF Features:

String Manager:
- Almost all text strings and error messages have been moved into an 
external file to save memory.

Memory Manager:
- Can allocate Upper Memory Blocks from DOS 5.0 (or above) when DOS 
manages the UMBs (i.e. CONFIG.SYS uses the setting DOS=UMB or 
DOS=HIGH,UMB). Because if DOS manages UMBs, then DOS grabs all available 
blocks at startup and no UMBs will be available for the regular XMS UMB 
allocation code in the game. This is mainly for convenience, so you don't 
have to reboot into DOS=NOUMB mode if the UMBs not used by DOS or other 
programs provide enough free memory to play the game.
- Can "defrag" memory to merge multiple small blocks of free memory into a 
big block of free memory.
- Can now lock memory blocks in a "movable" state, which means the block 
can be moved if necessary, but it will never be purged. Used for the 
standard font, TILE8 and TILE8M tilesets, and the two masked pics for the 
status menu (top and cord).
- Will stop music and turn sound effects off to avoid crashes when running 
out of memory.
- Can report the size of a given memory block.
- Can now report the number of free blocks and purgable blocks (in 
developer build mode).

Input Manager:
- Now skips any LShift prefix codes, allowing the left shift key to be 
used for player input.
- Catches the CTRL-ALT-DEL key combination and quits to DOS, reporting the 
CS:IP values the interrupt routine would have returned to (the address of 
the code that was executed when the key combination was pressed). This is 
intended to be used to track down infinite loops in the code.
- Reads/writes three button states from/to the demo data, which means 
demos are NOT recorded in crappy old two-button firing mode anymore.
- Added a custom routine to handle menu cursor movement (for the control 
panel, the help menu and so on) that implements a keyboard-like repeat 
rate for joystick input. Navigating to a specific menu item with the 
joystick should be much easier now, assuming the joystick is calibrated 
correctly.

Cache Manager:
- (trivial:) Can load each of the 100 maps supported by the 
GAMEMAPS/MAPTEMP format without causing memory corruption.
- (trivial:) All header files (AUDIOHED, EGAHEAD, MAPHEAD, EGADICT) are 
now external instead of being linked into the executable.
- "Uncompressed" EGAGRAPH data can now be loaded without doing any Huffman 
decompression.
- Huffman Decompression code can be disabled (and is disabled in FITF to 
save memory -- at the expense of hard drive space, of course).
- The sprite garg generation code has been excluded from the build, since 
we use lemm's code to perform the shifts while drawing the sprites. Having 
the shift generation code still in the game was just wasting precious 
memory.
- The Keen Dreams/Bio Menace style progress bar loading screen code has 
been excluded from the build since it was not used anyway.

Refresh Manager:
- Sprites can be placed in a "clipped" state, which means that some pixel 
rows at the top or at the bottom of the sprite can be cut off.
- Sprites can be placed in a "flipped" state, meaning the sprite will be 
drawn upside-down.
- Sprites can be placed directly after another sprite, which means no 
other sprite will be drawn in between these two sprites.
- Sprites will only be refreshed when the sprite actually changed 
(different pixel position, different shape, different priority, different 
clipping, different draw mode), except for the score box sprite.
- Pointers into the map planes are now relative (plane number and offset 
into the plane data) instead of using a simple far pointer. This prevents 
memory corruption when the map plane buffers have been moved around by the 
Memory Manager.
- The state of important Refresh Manager variables can now be written to 
and loaded from saved games. This includes the x/y origin and the tile 
animation counters. Saving the tile animation counters avoids problems 
with animated tile hazards going out of sync with moving platforms after 
loading a saved game. Without this, tile animations would ALWAYS revert to 
the initial state (as placed in the map editor) after loading a saved 
game, as seen in Keen 4-6.
- (trivial:) The "uncached sprite" error now reports the sprite number 
instead of the chunk number.
- (trivial:) Added an additional foreground priority, so that the score 
box sprite will always get drawn on top of any other foreground sprites.

Sound Manager:
- Added support for music in KMF format in addition to regular IMF music.
- Added customizable OPL port setting (for OLP2LPT/OPL3LPT devices)
- Music playback rate can be changed at any point without speeding up or 
slowing down the sound effects or in-game timers.
- Music buffers can be moved around (by the Memory Manager) while the 
music is playing.
- Music can be stopped and resumed later, even if the music data has to be 
re-loaded and ends up in a different memory region.
- Can play two sound effects back-to-back, meaning the second sound will 
be played as soon as the first sound ends. This is not really all that 
useful for PC Speaker sound effects, but AdLib sound effects (where every 
sound has its own instrument settings) can benefit from this ability.

User Manager:
- (trivial:) New configuration settings are written to and loaded from the 
config file.
- High Scores have additional data fields for difficulty level and slug 
can trophy icon
- Line input strings are properly limited to the maximum width now.
- Saved games now have a "timestamped" field that is set to a non-zero 
value if the "name" field contains a time stamp string.
- If an empty string is entered as the name of a saved game, the current 
date and time is inserted as the name and the "timestamped" field is set.
- When overwriting a "timestamped" slot, the name (containing date and 
time) is cleared automatically, giving you an empty name to edit. Leave 
the name empty and the current date and time will be inserted.
- Control Panel code has been heavily modified to use external strings 
from the String Manager.
- The notifications for toggling settings in the options menu has been 
removed to reduce the code size a bit (and get rid of a few strings back 
when the User Manager code didn't use the new String Manager yet). You see 
the option change immediately, so why show another window on top of that?
- Added many new configuration options and remappable keys.
- Added support for Quick-Saving and Quick-Loading.
- Added an option to bring up the Save and Load menu directly.
- Replaced the Pong minigame with a Snake minigame.

View Manager:
- Uses lemm's sprite shifting code.
- Added support for drawing "flipped" sprites
- Added similar shifting and flipped-drawing code for mask drawing (white 
flashing sprites).
- Added an option to prevent the overscan border color from being changed. 
(The setting is stored in the high byte of the bordercolor variable, since 
only the low byte of that vaiable is used when setting the border color).
- Added my custom version of VW_SetScreen.
- Modified the sprite drawing routines for the new sprite shifting code.
- Any code related to the (mouse) cursor has been excluded from the build, 
since it is never used for anything.
- Attempting to draw a character that doesn't exist in the current font 
will no longer cause errors.

Text Viewer:
- The ^B command now accepts an (optional) fifth parameter for the color
- The ^G command can now draw sprites and tiles (masked and unmasked 16x16 
pixel tiles) in addition to unmasked pics.
- Added some entirely new commands:
- ^Dttt - updates the screen and then waits ttt tics (similar to the ^T 
timed pic command, except it doesn't draw an image)
- ^Fxxx - changes the font to font number xxx. Must be used carefully, 
since the fonts have varying heights and the text viewer is still 
hard-coded for the default height of 10 pixels. You must switch back to 
the default font (font 0) before the end of each page.
- ^H - draws the high scores (names, points and icons, but without the 
highscore level's tiles in the background)
- ^Ixxx - checks if condition xxx evaluates to true. Skips to the next ^I 
command if the condition evalues to false. The conditions are numbers and 
the checks related to them are hard-coded. Condition number 0 is always 
true and is used to mark the end of a conditional text block.
- ^Mxxx - start music number xxx
- ^MOxxx - start music number xxx, but play it only once (don't loop it)
- ^MP - pause music
- ^MR - resume music
- ^Sxxx - play sound number xxx
- ^Q - stop music and sound (be Quiet)
- ^W - wait until sound is done
- Mouse and joystick can now be used to select an option from the help 
menu and to move forwards or backwards through the text pages.
- Text files can be bigger than 30000 bytes, as long as they do not exceed 
the 64k limit.
- Text buffers are locked to prevent them from being moved while the game 
is caching the graphics needed for the text.
- All text characters are now treated as unsigned chars, which allows 
extended characters (anything above ASCII code 127) to be used inside the 
texts.

Demo Loop:
- Terminator intro now shows 5 credits images instead of just 4.
- Each credits image uses its own color scheme.
- Terminator intro runs at up to 70 fps now.
- "COMMANDER KEEN" text stays green during the fizzle animation at the end.
- The fizzle animation was moved into a separate function to make it 
re-usable for the game over screen.
- Fixed a few nasty bugs in the original implementation of the Terminator 
intro that occured when the Memory Manager had to move memory blocks 
around.
- Star Wars text is now read from an EGAGRAPH chunk instead of being 
hard-coded in the executable.
- Star Wars text can also be loaded from an external "starwars.txt" file 
(in developer build mode) for quick editing and testing without having to 
recompile the code or edit the EGAGRAPH file.
- Characters do not get remapped for the Star Wars font anymore (we moved 
the letters in the font to the correct slots), which means any character 
can be used in the Star Wars text if that character exists in the font.
- The memory block allocated for the generated scaling routines is now 
locked to avoid problems when the music gets loaded.
- Star Wars animation uses a custom VGA palette with slightly darker 
colors.
- High Scores list includes icons for each collected plushie, some extra 
icons for other accomplishments and icons for the selected difficuly level.

New INTILE values (tile types):
- deadly water (Keen gets eaten by Nessie)
- warp tiles
- deadly fire/electricity (Keen burns to ashes)
- various machine types (finish the game and you'll see)
- gem door (for calculating the height of a gem door)
- quick door (like regular doors/teleporters that Keen can go through, 
except without the walking in animation; screen fades to black, Keen is 
moved to the new position, screen fades back in)
- ammo station
- music trigger
- water surface (slows Keen down and reduces pogo jump height)
- double door, stage 1
- double door, stage 2
- quicksand
- dialog tiles

Game:
- Objects that stick to the ground will always run the clipping code, even 
if they haven't moved or changed to another sprite, to let them know when 
they are no longer touching the ground. This will make Keen fall when the 
ground he's standing on suddenly disappears (even if he's looking up or 
down).
- Score is reset to the old score when Keen dies.
- Game loads different maps based on the selected difficulty. The maps 0 
to 29 are for normal difficulty, 30 to 59 are for easy difficulty and 60 
to 89 are for hard difficulty. If playing on easy or hard and the 
easy/hard version of a map does not exist, the normal version is loaded 
instead.
- Each level can use its own custom VGA palette.
- FadeIn & FadeOut perform smooth VGA fades if a VGA card was detected.
- Checkpoints are saved at the beginning of every level, except the world 
map.
- Loading a checkpoint always increases the player's ammo to 5 if the ammo 
value saved in the checkpoint was less than 5. If you had more ammo when 
Keen died, then you get to keep that ammo value. Any IF-Stunners (ammo 
pickups that are spawned only if the player had less than 5 ammo when 
entering the level) will always be removed after loading a checkpoint, 
since the player's ammo value will always be at least 5 after the 
checkpoint was loaded.
- The music used in a level is now determined by a number icon in the top 
left corner of the map's info plane, or by a number icon directly above 
the icon that spawns Keen.
- Different parts of a level can use different music tracks. Music is 
changed when Keen touches an invisible music trigger tile with the 
respective music number placed as an info plane icon on the music trigger 
tile.
- Some levels are started from within other levels, without returning to 
the world map at all.
- The height of gem doors (vertical doors triggered by gem sockets in Keen 
4-6) is determined by looking at the INTILE value instead of checking how 
many times the topmost tile is repeated.
- Gem doors can be closed again.
- Saving the game costs an extra Keen on normal and hard difficulty, but 
you can always save for free on the world map (and in the BWB level).
- Running FITF with the NOWAIT parameter skips the intro and takes you 
straight to the main menu. And when you start a new game, the Star Wars 
text and the landing animation are also skipped and Keen spawns next to 
the landed BWB on the world map.
- Proper Wall-Debug code (tile collision grid overlay) is implemented, 
including the option to remove the foreground attribute (so you can see 
the items hidden behind foreground tiles) and an undo function that 
restores the foreground attributes and removes the overlay again, but 
these features are only available in developer builds.
- Added code that can draw TILE8 tiles at any pixel position by 
temporarily converting the tile image into a masked image and then using 
lemm's shift-drawing code to draw it.

Keen:
- Has different spawn points in the BWB level, one inside the BWB (when 
playing the BWB level for the first time) and one outside the BWB (when 
returning to the BWB level).
- Replaced Keen's book reading animation with a sleeping animation and 
added dream bubbles for the sleeping animation.
- Added code to cache and uncache the dream bubble sprites as needed, so 
we don't need to have all of those sprites in memory all the time.
- Added stunned states.
- Added special death sequence for falling into deep waters.
- Added special death animation for getting burned to ashes.
- Added special death animation for sinking in quicksand.
- Made the new death states use the same auto-caching as the dream bubbles.
- Added the ability to toggle multiple things with one switch.
- Added the ability to unlock/toggle multiple things with one gem socket.
- Modified pole grabbing/climbing code to check if the pole has vanished 
(FITF uses animating poles).
- Added warp tiles that instantly teleport Keen somewhere else when he 
touches them.
- Walking through water or quicksand reduces Keens walking speed.
- The pogo stick becomes practically useless in water and cannot be used 
at all in quicksand.
- Keen will not go to sleep while standing in water or quicksand.
- Fixed a problem where hitting the ground while Keen was jumping and 
about to fire a shot would sometimes prevent the shot from being spawned.

World Map:
- Plays a BWB landing animation when starting a new game.
- Flags for completed levels use different sprites, depending on whether 
the player collected all the points items in that level or not.
- Completing a level does not just remove blocking tiles on the map, it 
can also replace tiles with other (blocking) tiles.

Additions to Keen 4 Enemies/Actors:
- Skypests can land on ceilings now. And they won't land on 
floors/ceilings if they haven't been flying long enough.
- Janitor spawns with his bucket and interacts with it.
- Without spoiling too much: The Janitor can say many different things.
- Poison Slugs interact with Nisasi (they don't produce slime while 
grabbed by a Nisasi) and will fall when the ground they are walking on 
suddenly disappears. They also slime more frequently on hard difficulty. 
And certain slugs can carry a bonus item that they will drop when stunned.
- Wormouth also fall when no longer touching the ground. And they move a 
lot faster on hard difficulty.
- Lindsey has multiple spawn points now. She disappears after talking to 
Keen at the first position and then re-appears at the second position. She 
also spawns near Keen and ends the level once the player has completed the 
task in her domain.

New enemies:
- Optiquat (XkyLick) behaves much like the Keen 4 Lick, except it doesn't 
always hop around. But we also added some rare behavior that most players 
are never going to see.
- Bird flies around and starts dive attacks when near Keen. Can produce 
eggs from which new birds may hatch.
- Crab can walk on floors, walls and ceilings. Unlike the Keen 2 Scrubs, 
Crabs can turn around and go back to where they came from. Platform block 
icons can be used to prevent them from going somewhere they shouldn't be.
- ...

That's all we'll spoil for now.
As we speak, we are working on a first updated version that takes community feedback into account. So if any of you have noticed anything that you think could be improved, now is the time to let us know. There's a good chance that it will be included in the next update.
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Nisaba
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Re: Foray in the Forest

Post by Nisaba »

A quick note to all those who haven't played the mod yet (and of course to those who are planning to play another round): We are working hard on an update that will improve everything! Yes, yes, that's right. We take your feedback and constructive criticism very seriously. We spare no effort to enhance all there is.
  • The difficulty level is too intense? No problem, we'll take care of it!
  • The platform boundaries are not entirely clear at times? We'll fix it!
  • Why does this or that part feel too frustrating? Worry no more, we'll smooth things over!
  • Where the hell can I find the next extra life? Follow the white rabbit... ahem.. the new and sexy detector window!
  • Enemy behaviour, level design, player guidance, interacting options, vanilla Keen, uploaded soundtrack, brilliant detector HUD 2.0, you name it!
So, stay tuned for the upcoming update!
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Nisaba
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Re: Foray in the Forest

Post by Nisaba »

Yay!
We have another winner of the secret competition, which is hidden in the far corners of the game, waiting to be discovered. After Syllypryde brilliantly managed to be the first to unlock the game's last secrets, Dautz and DarkAle can now join the proud list of omniscient players as well.

Congratulations to the winners! You guys rule!

All winners will receive a physical copy of the game on a 3.5 inch floppy disc, plus a 24-page booklet enclosed in a specially designed box.

Image

And of course, good luck to all those who are on the hunt for the game's final secrets. You know, who you are.

(Note: The upcoming update of the game will be of significant benefit for this endeavour).
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Mobiethian
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Re: Foray in the Forest

Post by Mobiethian »

So beautiful! This makes me want to work harder to find the secret, I really am trying. :) Especially now since I've finished my own project.
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Syllypryde
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Re: Foray in the Forest

Post by Syllypryde »

Nisaba wrote: Sat Apr 27, 2024 12:44 Yay!
We have another winner of the secret competition, which is hidden in the far corners of the game, waiting to be discovered. After Syllypryde brilliantly managed to be the first to unlock the game's last secrets, Dautz and DarkAle can now join the proud list of omniscient players as well.

Congratulations to the winners! You guys rule!

All winners will receive a physical copy of the game on a 3.5 inch floppy disc, plus a 24-page booklet enclosed in a specially designed box.

Image

And of course, good luck to all those who are on the hunt for the game's final secrets. You know, who you are.

(Note: The upcoming update of the game will be of significant benefit for this endeavour).
I appreciate your praise. It would be even more significant if I had been on a level playing field with everyone else. But it would be disingenuous for me not to reveal that I had an unfair advantage over everyone else, even the other play testers. You had mentioned to me on a few occasions that most of the other play testers were given a specific task to complete, which is probably a big reason why most of them didn't discover most of the secrets as quickly as I did. The task you had given me was to completely unlock and completely conquer the game:

--unlock all the secrets
--find all the secret levels
--find all the Easter eggs
--find a few other Easter eggs the game doesn't ask the player to find, which included identifying each mod and abandoned projects she was paying homage too
--complete all 3 skill levels
--get the perfect score
--find all the plushies
--collect all the Slug Slime sodas
--unlock all 6 endings
--unlock all the variations in several of the endings
--unlocking the secret to win the very rare and official copy of the game
--of course find any bugs or busts in the game

Nisaba never told me if I was the only play tester given the task to completely unlock the game. I would assume there were others. I just hope they enjoy the game as much as I do. Once the update comes out I will have FIVE versions of the game:

--the pre-release
--the physical copy
--1st source code mod release
--the patched version
--soon the 1st update

This is my 2nd all time favorite Keen game. Sorry Nisaba! Atroxian Realm is still my favorite, despite the fact there are so many things in Foray I like so much better. In your game points, extra lives, ammo, secrets, Easter eggs, multiple endings, and exploring are so much better. Overall, I still like Atroxian Realm more.
.niarb ym fo
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selbbarcs ssensuoicsnoc
rehgih a ekil smees
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Re: Foray in the Forest

Post by Nowhere Girl »

How should I understand the words "Exit through the gift shop, which is where you just came from" in the pyramid level? I can't exit through the level entrance, but I don't know if I won't miss a secret if I exit in the back, where the exit seems to be...
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Re: Foray in the Forest

Post by Nowhere Girl »

Please, could someone respond to my yesterday's question? I don't know if there's some secret exit in that level or what...
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Re: Foray in the Forest

Post by K1n9_Duk3 »

It's a joke. The janitor just says you came in through the exit instead of the main entrance to make fun of you for solving the puzzles in this level. There is no other exit, nor is there a different entrance.
Hail to the K1n9, baby!
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Re: Foray in the Forest

Post by Nowhere Girl »

What should I do when I found the Tardis? I don't know how to enter it, or whatever can be done... and from the game maps it seems that there are more of them, as if this one could teleport me to the other ones and let me see extra sceneries...
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Re: Foray in the Forest

Post by Nisaba »

Nowhere Girl wrote: Fri Jun 21, 2024 16:17 What should I do when I found the Tardis? I don't know how to enter it, or whatever can be done... and from the game maps it seems that there are more of them, as if this one could teleport me to the other ones and let me see extra sceneries...
You've discovered the Tardis, well done!
To enter the Tardis you have to use a trick to align yourself in a certain way... beware however that you can only enter the Tardis without cheating. Even if you have cheated during the course of the game or loaded a gamestate in which you made use of the power of cheating, you will be denied access to the Tardis.

However, we are about to release version 2.0 of the game real soonish, which will be much easier and far better tuned.
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Re: Foray in the Forest

Post by Nowhere Girl »

Nisaba wrote: Fri Jun 21, 2024 18:40
Nowhere Girl wrote: Fri Jun 21, 2024 16:17 What should I do when I found the Tardis? I don't know how to enter it, or whatever can be done... and from the game maps it seems that there are more of them, as if this one could teleport me to the other ones and let me see extra sceneries...
You've discovered the Tardis, well done!
To enter the Tardis you have to use a trick to align yourself in a certain way... beware however that you can only enter the Tardis without cheating. Even if you have cheated during the course of the game or used loaded a gamestate in which you made use of the power of cheating, you will be denied access to the Tardis.

However, we are about to release version 2.0 of the game real soonish, which will be much easier and far better tuned.
I could never complete a level in this game without cheating. I've read something about "difficulty fetishisation" recently and that's it... what about people who enjoy games, want to see it, to admire the graphics, but their hands are incapable of fine movements?
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Re: Foray in the Forest

Post by Nisaba »

Nowhere Girl wrote: Fri Jun 21, 2024 18:42 I could never complete a level in this game without cheating. I've read something about "difficulty fetishisation" recently and that's it... what about people who enjoy games, want to see it, to admire the graphics, but their hands are incapable of fine movements?
Yeah, we've received a lot of reactions that the overall difficulty level of the game is too high. We took the communities feedback very seriously and examined the game again very closely and made all kinds of adjustments. I think that we have found a good solution for the upcoming version 2.0 of the game, which will allow you to enjoy the game much more without having to demonstrate a high level of skill or patience.
(And for all those for whom it can't be hard enough for whatever reason, we will also introduce an "Expert mode". So there should be something for everyone)
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Re: Foray in the Forest

Post by Syllypryde »

Nowhere Girl wrote: Fri Jun 21, 2024 18:42 I could never complete a level in this game without cheating. I've read something about "difficulty fetishisation" recently and that's it... what about people who enjoy games, want to see it, to admire the graphics, but their hands are incapable of fine movements?
Actually Nisaba and Duke have worked really hard to make this game as accessible as possible, but at the same time not sacrifice difficulty in order to do it. People who genuinely enjoy playing games do like some degree of difficulty. I can see why the ability to use cheat codes can be used to experience the bulk of the game, but once you have seen those things, then you can keep the cheat codes off and experience fully what the game has to offer. You won't find all the goodies, secrets and multiple endings by cheating. This is a game that rewards hard work, exploration and attention.
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selbbarcs ssensuoicsnoc
rehgih a ekil smees
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Re: Foray in the Forest

Post by Nowhere Girl »

Syllypryde wrote: Fri Jun 21, 2024 18:56 Actually Nisaba and Duke have worked really hard to make this game as accessible as possible, but at the same time not sacrifice difficulty in order to do it. People who genuinely enjoy playing games do like some degree of difficulty. I can see why the ability to use cheat codes can be used to experience the bulk of the game, but once you have seen those things, then you can keep the cheat codes off and experience fully what the game has to offer. You won't find all the goodies, secrets and multiple endings by cheating. This is a game that rewards hard work, exploration and attention.
I'd never get to the Tardis without cheating... :( Really, just please don't judge others for not having quick fingers. It's not my fault that I'm clumsy and I don't even think that I should apologise for it, because everyone is different and the world would be a horrible place not worth living if everyone was the same.

@Nisaba - so, when approximately can the update be expected?
Unfortunately, I can hardly complete any platformer without either cheating or at least being able to save a lot. Unfortunately, in this case only the latter doesn't help, and I'm still trying to limit cheating as much as possible in order not to, for example, access places I "shouldn't" be able to access yet.

P.S. Oh, and I need a hint. After getting back to the game and exiting the Magic Wonderland the normal way... it seems that I can't find any more accessible levels.
Other than the Tardis, I haven't been to the Slugidarium, Donut Heaven (how I'd like to take some screenshots... :() and Temple of Doom, but I don't know where it is. I feel like I have been to every accessible pleace at the map and don't see any other level entrances...
Edit: I checked the world map and found it. Still... any hint, for a future playthrough of the easier version, on how to access Donut Heaven and Slugidarium?...
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K1n9_Duk3
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Re: Foray in the Forest

Post by K1n9_Duk3 »

Donut Heaven is another "no cheating allowed" bonus level. You won't be able to find it if you cheated. But once you unlock it, it will be impossible to miss.

Slugidarium... Well, just go look for it before you enter the final level(s).
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