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KeenRush
Vortininja
Posts: 44
(4/1/02 3:01 pm)
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missing image (ckvault.150m.com/keenrush.gif)
Commander Keen 1-3 editing
Now, adurdin has released new Commander Keen 1-3 editing program called modkeen, and everybody can edit Keen 1-3 tiles, bitmaps and sprites. Also there is some level editors done.
Now everybody can start making total conversions or modifications for these Keen 1-3 games. Well, I have started my Keen 1 total conversion called Blade Keen.
Maybe soon there is Keen skins, art packs and other stuff for Keen 1-3 in Commander Keen fansites..
I'm asking, how many have started making something for Keen 1-3?
I have some ideas, if someone want's to start making something TC or MOD, but don't have idea:
- Keen in Egypt
- Keen in space city
- Keen goes back in time
- Keen's other dream
So, happy Keen editing! :)

KeenCommander
Vortininja
Posts: 255
(4/1/02 4:09 pm)
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Re: Commander Keen 1-3 editing
I gave Keen 1 a neural stunner, an ice-cream bar and Green juice from Keen 6, and I made those purple shell things yellow :D

KeenRush
Vortininja
Posts: 46
(4/1/02 6:09 pm)
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missing image (ckvault.150m.com/keenrush.gif)
Re: Commander Keen 1-3 editing
I have changed Keen shirt to green and pants to gray..
And some more (unneeded) ideas:
- Keen's halloween
- Lost in jungle Keen
- Keen in war (lol!)

Forge315
Vortininja
Posts: 629
(4/1/02 11:17 pm)
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Yep
I’ve started work on a little tile set, right now I’m focusing on a dungeon look, but I will do some colorful tiles too; these tiles wont have a whole lot of detail though. I might bring over some Keen4-6 tiles, but edited to work with the games dynamic.

KeenRush
Vortininja
Posts: 53
(4/4/02 6:11 am)
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missing image (ckvault.150m.com/keenrush.gif)
Re: Yep
Ok, anybody else?

Snaily 
Vortininja
Posts: 358
(4/4/02 7:13 pm)
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Re: Yep
I'd rather not tell.

________

¨@_

KeenRush
Vortininja
Posts: 56
(4/5/02 4:29 pm)
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missing image (ckvault.150m.com/keenrush.gif)
Re: Commander Keen 1-3 editing
I stopped making Blade Keen, but I started another total conversion, so don't worry..

Forge315
Vortininja
Posts: 653
(4/5/02 6:44 pm)
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Re: Commander Keen 1-3 editing
Right now I’m doing a conversion of the Keen4-6 sprite into the game; the animation’s wont be fluid because it doesn’t allow for that, but I have edited them a little and in about two weeks I’ll release a demo of my game pack.

The basic story line of the game is to kill the Doom marine; it’s revenge time and only Keen can do it. *sinister laugh*

Edited by: Forge315 at: 4/5/02 1:53:05 pm
MRC Marky
Grunt
Posts: 13
(4/5/02 8:41 pm)
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Re: Commander Keen 1-3 editing
This is something i'd love to be doing as well =). It crossed my mind to produce a 3d-looking tileset for keen1 in the style of keen4.. a 3d-version of mars would be cool. although, that requires much more available space for the blocks that the original keen1 has. and i doubt that the editor has the ability to create new tile slots aside from changing the old ones?
anyways, i'm busy enough making our own keen game.


MRC Marky
Appears courtesy of AEWorld Interactive

Forge315
Vortininja
Posts: 654
(4/5/02 9:42 pm)
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Tiles
Quote:
although, that requires much more available space for the blocks that the original keen1 has.
That occurred to me too, so I’m either going to limit the types of tile there are or expand the game to include the Keen2 and 3 executables; although I wont create many levels for each.

adurdin
Vortininja
Posts: 235
(4/5/02 10:05 pm)
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Re: Tiles
The program will allow for increased numbers of tiles (just make the tile bitmap larger), but I doubt Keen 1 or 2 will work properly then. If you're lucky, Keen 3 will support up to 91 additional tiles, but you won't be able to use any extra ones in my KeenEdit/KeenWright.

Cheers,

Andrew

MRC Marky
Grunt
Posts: 15
(4/5/02 10:14 pm)
Reply
Re: Commander Keen 1-3 editing
then keen3 it will be for editing :) . thanks Andrew


MRC Marky
Appears courtesy of AEWorld Interactive

KeenRush
Vortininja
Posts: 59
(4/6/02 4:45 am)
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missing image (ckvault.150m.com/keenrush.gif)
Re: Commander Keen 1-3 editing
Forge315, that your conversion sounds cool, have you website for it? Or can you tell more?

adurdin
Vortininja
Posts: 236
(4/6/02 6:03 am)
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Re: Commander Keen 1-3 editing
I'm not certain that Keen 3 can use extra tiles -- but even if it can, my editor currently won't handle the extra ones. You'd probably do better with Keen 2, with 689 tiles, although Keen 2 has fewer sprites...

KeenRush
Vortininja
Posts: 63
(4/7/02 3:03 pm)
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missing image (ckvault.150m.com/keenrush.gif)
Re: Commander Keen 1-3 editing
If I know right, everyone can freely distribute Commander Keen 1. What do you think, would it be legal to edit keen1.exe, or distribute modified version of Commander Keen 1 (example your modification) which has new textures and levels etc.?

Flaose
Vorticon Elite
Posts: 608
(4/8/02 12:16 pm)
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Re: Commander Keen 1-3 editing
Most likely not...but no one has stopped us before.

MRC Marky
Grunt
Posts: 18
(4/8/02 8:42 pm)
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Re: Commander Keen 1-3 editing
Some fan production we've got here dudes.

adurdin
Vortininja
Posts: 240
(4/8/02 10:12 pm)
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Re: Commander Keen 1-3 editing
IANAL, but I don't believe it is strictly legal to distribute modified versions of say, EGALATCH or EGASPRIT, but there should be no problem with (a) distributing the new .bmp files to be imported into the files, or (b) distributing WHOLLY NEW egalatch and egasprit files.

That said, I really don't see that there would be any problem anyway.

Forge315
Vortininja
Posts: 666
(4/11/02 8:16 pm)
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Help Andrew? Or Anybody?
Thought I'd work on my conversion today, but I have some problems; anyway last night I was testing all the utilities and I got my tiles into he editor and made a level, but when I tried to patch the game to have the new tile info it didn’t work. However I have an ideas as to why this happened, but I know no solution.

When I made the tile info changes and went to save these changes into a *.tli files, I get this error:

Run-time error '13':
Type mismatch

The program then quits, but I do have two files created. So I used these files to patch the keen1.exe. Also I used the proper ck1patch utility.

So I created some tiles, put them into the editor, changed the tile info but I couldn’t save that last part properly, I think. Help?

Snaily 
Vortininja
Posts: 367
(4/11/02 8:44 pm)
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Re: Help Andrew? Or Anybody?
A little hasty on the submit there?

On a side note, anyone up for creating a whole modification manager?

My level pack changer seems a bit... outdated. Well, it was already with the first release of Andrews editor - it only worked with Keen 1 (CC314 staff, feel free to remove it).

Anyway, I am not going to rewrite it. Feeling lucky, anyone?

________

¨@_

adurdin
Vortininja
Posts: 247
(4/12/02 12:16 pm)
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Re: Help Andrew? Or Anybody?
OK, Forge, I'll look into it. And yeah, there's probably no real need to post in triplicate :b

**EDIT**

:rolleyes How dumb can you get? (Not you, me!)
Just a stupid error; really the compiler ought to have picked it up, but I guess it's not smart enough.

Anyway, download tileinfo.zip again and *that* problem at least should go.

And you should be able to load the saved .tli file; the load feature doesn't use the .pat at all.

Andrew

Edited by: adurdin at: 4/12/02 7:24:12 am
(replies 23 and 24 of page 2 missing)
Flaose
Vorticon Elite
(4/12/02 4:40:41 pm)
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Re: Commander Keen 1-3 editing
The level pack loader won't be removed from CC314 for now...at least not by me.

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