Commander Keen Travels - Release

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IceDuck347
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Commander Keen Travels - Release

Post by IceDuck347 » Thu Dec 08, 2016 19:44

Hello there my friends from the PCKF, i have been programming a commander keen game with the gamemaker 8.0 engine, and then i get a good result. so, here's the game link, it's not completed yet, i only share it now because i want know your opinion and if you can give me some ideas and some of the things i should fix in this game.


link: https://mega.nz/#!x5VgiQxA!3apI4TPLW2z- ... FzpdPHuz7g


Take a look of my work.

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Last edited by IceDuck347 on Fri Apr 07, 2017 23:03, edited 4 times in total.
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Tormentor667
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Post by Tormentor667 » Fri Dec 09, 2016 11:26

Screenshots? Videos?

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Re: Commander Keen Travels - Release

Post by elecdude33 » Wed Jan 11, 2017 17:42

I gave it a quick try and I thought: decent, has potential, movement is perhaps a bit slow. When moving forward it feels as if you're pushing against something (not sure if I'm describing it well, but I think it might be that the speed of horizontal movement doesn't quite feel like it fits with the speed of jumping and pogo-ing).

Controls aren't quite intuitive - since A jumps and such, I'd expect a key near it to fire, but the spacebar fires. It might make more sense and be better for finger positioning on the keyboard if either firing was done with a key near A (D for example, or F) or jump and pogo were on Ctrl and Alt or similar. I found it odd that there's a key to activate the pogo and a different key to deactivate it, rather than the same key toggling it depending on whether you currently have it active or not.

Keen's sprite is nice, has some charm. I hope that this post doesn't come off as overly critical, rather I mean to offer what could be some possible improvements since I think this has potential and it'd be cool to see it go further.

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Re: Commander Keen Travels - Release

Post by IceDuck347 » Wed Feb 15, 2017 22:12

Sorry if i answered late. (Very late) but i have been working on this game. Thanks for your post. I already have completed 80% of mars. When i complete it i will upload first full update of the game. I already found how to solve to be the same key that activates/deactivates the pogo. Hope you like the full game. :D
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IceDuck347
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Re: Commander Keen Travels - Release

Post by IceDuck347 » Wed Feb 15, 2017 22:13

PD: each update will include a new keen world (such as 1.0 = mars; 1.1 = vorticon mothership...)
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Re: Commander Keen Travels - Release

Post by Roobar » Thu Feb 16, 2017 19:19

OK, when will you release the new update?

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IceDuck347
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Re: Commander Keen Travels - Release

Post by IceDuck347 » Thu Feb 16, 2017 21:11

Probably on this following 3-6 days. It's 90% done
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Re: Commander Keen Travels - Release

Post by IceDuck347 » Fri Apr 07, 2017 23:03

sorry if commander keen travels should not be done in that 3-6 days, but is almost complete, only need finish emerald city, another polar level, fix some dumb bugs, and release it.

hope you like it. :D

:korath :korath :korath :korath :korath :korath :korath :korath
(some koraths waiting for the full version) :lol
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Re: Commander Keen Travels - Release

Post by CKeen » Sat Apr 29, 2017 13:11

It has been 3-6 days now, hasn't it?
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IceDuck347
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Re: Commander Keen Travels - Release

Post by IceDuck347 » Thu May 18, 2017 23:37

yes, i'll tell you... i was on summer holidays (in case you don't know, in argentina decembrn, jaunary, february, and half march are holidays, so i supossed i can finish it on those days, but... you know... school started, and also i found a problem on the game, but i will release it soon, but first i want to know if you really want to see this proyect done or not.
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IceDuck347
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Re: Commander Keen Travels - Release

Post by IceDuck347 » Thu May 18, 2017 23:45

meanwhile, here is a list of the things i can't make for some reasons. for example: i don't know how; it has copyright; it will doesn't fit with gameplay, etc...

1- Music
2- Intelligent NPC's
3- Mini-map for choosing levels
4- Sound effects
5- Impossible pogo trick
6- switches for activating things
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Re: Commander Keen Travels - Release

Post by troublesomekeen » Fri May 19, 2017 5:28

Cool project! I'd love to see it finished someday. It'll take lots of time and learning but if you want to see this finished, too, you have to stick with it.
Maybe someday you'll be a game-making expert!
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Commander Keen in... Canteloupe Quest!

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Re: Commander Keen Travels - Release

Post by MoffD » Fri May 19, 2017 17:40

I love making NPCs in game maker. Do you need any specific help on them? :dopekeen
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IceDuck347
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Re: Commander Keen Travels - Release

Post by IceDuck347 » Sat May 20, 2017 1:23

Okay, i will do my best finishing this.

About npcs: the only problem is thinking, for example: gargs are scripted to charge every X seconds, because i don't know how to make it charges only when keen is close, this is the same thing that happen with vorticon troopers, polar yorps, etc...
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Re: Commander Keen Travels - Release

Post by MoffD » Sun May 21, 2017 2:41

IceDuck347 wrote:
Sat May 20, 2017 1:23
Okay, i will do my best finishing this.

About npcs: the only problem is thinking, for example: gargs are scripted to charge every X seconds, because i don't know how to make it charges only when keen is close, this is the same thing that happen with vorticon troopers, polar yorps, etc...
hmmm, how about something like:

Code: Select all

distance_to_object(Keen) < some_amount_here
You can combine it with a check to see if keen.y is the same (or close) to get a nice "charge when close" effect. That's just a basic example though, is there any complex behavior you were thinking of?
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