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Topics - kilicool64

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Some time ago, I stumbled upon an ancient post by Nurykabe in which he provided a large selection of screenshots showcasing most of his tilesets and mentioned having unsuccessfully tried to make a KS level in the past: https://nifflas.lp1.nl/index.php?topic=1368.msg14691#msg14691

I was quite intrigued by the look of these screenshots, so I thought it was worth asking him if he still had that level and would be open to sharing it. In response, he uploaded a ZIP of a directory containing various things related to the game that he worked on: http://nurykabe.com/temp/holes.zip And he shared this video of a level he'd worked on: https://www.mediafire.com/file/48do0e5oe6azbqa/03+-+Knytt+Stories+-+cut01.mp4/file

There is a lot of interesting stuff in that ZIP. First of all, it appears that Nurykabe had actually attempted to make three separate levels. And every time he started a new one, he left the old screens in there. They're all far from completion, but with some basic edits (mostly to the starting coordinates and powerups), I made them somewhat playable. If anyone wants to go through them, here they are: https://knyttlevels.com/levels/Nurykabe%20-%20Holes%20Area%201.knytt.bin https://knyttlevels.com/levels/Nurykabe%20-%20Holes%20Area%202.knytt.bin https://knyttlevels.com/levels/Nurykabe%20-%20Holes%20Area%203.knytt.bin And here's a series of videos in which I traverse them: https://www.youtube.com/playlist?list=PLPY6G2hmt_KpJwdllARCXg7YxjcG4St4f

However, none of the screenshots are from those levels. As it turns out, they're from example screens that were made to demonstrate the tilesets. But those screens are also in that ZIP. It appears that at some point during development, KS used a different level format with separate files for each screen. The example screens along with a few others are in that format. Thankfully, Gliperal managed to insert them into Map.bin files. They're here: https://www.mediafire.com/file/hrjmwlt57pnydxb/Nurykabe+recompiled.7z/file

By renaming them, putting them into appropriately named directories and adding empty World.ini files, I managed to make them usable. I also had to reconfigure their tilesets and gradients, since they're numbered differently in the game's own data. Some of them had weirdly misplaced tiles that also had to be deleted. And a few rely on tilesets or gradients that don't match up with the default ones, so I included those where necessary. My work can be found here (updated twice): https://www.mediafire.com/file/e2muehpkv8kju0b/Nurykabe+single+screens.7z/file And here's a summary of what these screens are:

Backup Screen 01-18: These are the example screens. A few use unreleased gradients and the last one has an unreleased tileset.

ec_Screen1-2: These are both identical, so I only covered the first one. It's a basic example screen for the Planetes 01 tileset. It was designed for an unfinished version of it, but still works with the complete one.

Screen vide: No idea what this was meant for. It only consists of a handful of tiles. It's so unfinished that it's impossible to determine what tilesets and gradients it was even made for, so I didn't cover it.

Screen: Showcases the Spacefiller tileset by Sergio Cornaga and a gradient that also seems to be from him. It appears that the screen itself was also his work, rather than Nurykabe's.

Screenb: Showcases a tileset and gradient Nifflas made for the spooky town in A Strange Dream. Probably his work. Would explain why it has functional collision.

Everything with a coordinate as a name: I didn't check them all, but those appear to be the screens of the level seen in my third video. I didn't cover them, both because it would be a huge pain to stitch them together and because the level should already be in the ZIP's Map.bin.

Since the ZIP has a few tilesets and gradients in there that were never released to the public, I've attached anything noteworthy.

Beyond that, there's some more interesting stuff. Such as various GIF animations that seem to have been made to accompany some of the tilesets. It's pretty strange to see those, since I don't think KS can work with them. Perhaps it was planned to at some point? Though it may be possible to convert them into COs. There are also PSDs of most of Nurykabe's tilesets and what appears to be early prototype screenshots of WaDF.

Nurykabe said that people are free to use anything in the ZIP. So if anyone wants to use the unreleased tilesets or gradients, make COs out of his GIFs, try finishing one of his levels or create something based on his example screens, feel free to do so. Worth noting however that from what I can tell, the example screens don't have much in the way of functional collision. If someone wants to directly incorporate any into a level, they may need to be reworked.

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There are at least three secrets in this game that have yet to be discovered. I only managed to find the first two with the level editor, so I can't exactly say I did it legitimately, but it seems unlikely that anyone else will ever manage to do it. So here's how it goes.

Elephant:
This one isn't too hard. Play the third level of Aurora's North in Alternative Mode. There's a secret passage you can see on one of the screenshots that'll let you uncover it.

Sheep:
J mentioned its existence years ago, but nobody managed to find it. Not that I blame them. It's tough to figure out. Play the second level of Aurora's North in Alternative Mode and knock yourself against the slope to the right of your starting point with as much speed as possible. Then quickly change direction once airborne. All levels actually seem to have an invisible ceiling that you can knock against if you gain enough height. If your rolling direction is adjusted in time when you hit it, you'll move to the right and into a hidden passage in the second screen's wall, allowing you to uncover the sheep.

Orb:
I learned about this from Nifflas, but even though I managed to determine its location in the levels' INI files, I still can't actually get there. It's located in the 13th level of Skymning in both modes. The arrow on the screenshot shows its precise location. What I know from Nifflas is that you're supposed to bring along a small box and use it as a ramp. I would assume you're supposed to place it somewhere on the slope on the first screen, but even after spending a lot of time trying out many different locations, I still couldn't quite manage to launch myself onto the orb's structure. Can anyone figure this out? Note that Nifflas doesn't seem to know if this secret can be reached in anything other than the game's SD version.

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Uurnog / Uurnlimited Challenge [Hard] The Save Room is Lava
« on: June 17, 2021, 00:48:15 »
So I finally got around to playing Uurnlimited. And while its new additions left me with mixed feelings overall, I found a way to use a few of them for this super unconventional challenge that wouldn't have been possible in the original. I'm not particularly optimistic that anyone will actually give it a shot, given that this is probably one of the least popular of Nifflas' major games, but I'd love to be proven wrong. So here goes:

Get the Vault Ending without ever entering the save room. No cheating whatsoever.

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Though nobody seems to have mentioned it on this forum yet, Nifflas has been working on a new game for quite some time now. It'll be the third Nifflas game to be named Ynglet, though it's very heavily expanded compared to the previous two. A short demo version is currently available on Steam, but it will apparently disappear again after this week is over. Note that it requires a gamepad.

I know this isn't the right board for game-specific news, but there don't seem to be boards for any of the Ynglet games.

Edit: I don't understand why the link isn't working. It's https://store.steampowered.com/app/1015920/Ynglet/

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Affordable Space Adventures / Easter Egg rediscovered
« on: September 12, 2019, 01:58:39 »
This is yet another one of Nifflas' games that has a sheep hidden somewhere. Specifically, in
Spoiler: (click to show/hide)

As a few Miiverse posts I archived (really need to get around to uploading those) can attest to, people already found it years ago, but not in the intended way. That same level turned out to have a glitch that allows you to find the sheep through unintended means. When that glitch was patched, people falsely assumed the sheep was now unreachable.

After getting Nifflas' confirmation that there is indeed an official way to get it, I managed to find it. In the unlikely event that anyone else wants to find it themselves, here are the hints he gave me:

Spoiler: (click to show/hide)

Spoiler: (click to show/hide)

And here's the full solution:

Spoiler: (click to show/hide)

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Uurnog / Humble version free until 2/2
« on: January 14, 2018, 14:30:43 »
Uurnog and some other Humble originals are currently available for free at https://www.humblebundle.com/monthly/trove

In case it wasn't clear, this is only the game's original version, not Uurnlimited. Still, if you haven't bought either version, this would make a pretty lengthy demo for Uurnlimited.

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Other Free Games / New "game" from Nifflas
« on: January 05, 2018, 01:08:28 »
Four days ago, this game inspired Nifflas to make an extremely short "game" of his own using a tool called Bitsy. You can "play" it in your browser here. Do note however that this is probably Nifflas' simplest "game" ever.

I guess this topic could be moved into a sub-forum of its own. Then again, I don't think there's much to discuss about this "game". After all...

Spoiler: (click to show/hide)

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Uurnog / Weird new promotional site
« on: November 22, 2017, 00:13:45 »
Nifflas and Raw Fury have just put up another site for the game. Check it out.

It's a surprisingly realistic parody of sites from the early days of the internet. It also features a parody of TV documentaries from the 80s.

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Knytt Underground / Crash in Wii U version
« on: November 12, 2017, 17:02:23 »
I just went through the Robo Fairy museum in the game's Wii U version and encountered two bugs.

First, some of the buttons on the third floor didn't trigger their corresponding sounds the first time I stepped on them. And no, there were no other sounds already playing while I did that.

But the real problem is what happened when I got up to the fourth floor. Upon doing so, the game made a loud beep for a few seconds, then froze my console. I had to hard reset it to get out of this.

Worst of all, upon doing so, I was horrified to discover that I had just lost hours of progress. Apparently, the game doesn't actually save anything until closing. Is this an inherent limitation of Wii U applications? If not, this is a really poor design decision.

Afterwards, I headed back to the museum but thankfully encountered neither of these bugs this time around. So I guess this only happens under rare circumstances. Regardless, if anyone is still playing this version, make sure to close and relaunch the game before going to this place.

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Uurnog / Challenge [Hard?] [Stupid] Vertical Pickle Monitor
« on: September 03, 2017, 11:53:20 »
Get both endings without cheating while playing in windowed mode with a window that's as horizontally narrow as the game will allow. However, it must be as tall as possible. Your OS must use the highest resolution your monitor supports. Like this:

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I'd been planning to make a very simple mod for Knytt to fix an issue I have with it. Unfortunately, the game has at least one minor bug when compiled with Clicktime Fusion 2.5 (the laser fired by that tank with a weird Swedish name doesn't always fade in and out correctly).

If anyone reading this still has Multimedia Fusion 2.0, could you compile the game with a single alteration?

Just download the source from here, if you don't have it already, click on "This Level", "#Secrets", "Teleporter 6", and the icon that says "A-Z", then change the value "Teleport to X" from "895" to "290".

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Uurnog / Uurnog Uurnlimited announced
« on: August 30, 2017, 16:45:47 »
Uurnog is about to receive a major upgrade for Steam and Switch. Check out the game's website for details, including a trailer.

Contrary to the Humble-published original version, this one's publisher is a company called Raw Fury. Here's hoping us original buyers will still get it for free regardless.

13
Given the Wii U's failure, Nintendo should truly be grateful to developers like Nifflas and NapNok Games who not only bothered to support the platform with quality titles despite its small user base, but even utilized its features in creative ways. Same goes for those who supported said developers by buying their games. So how does Nintendo reward these people? Why, by butchering their games of course!

On November 7th/8th, Miiverse will shut down, permanently disabling features of over 100 games, including this one. As a matter of fact, someone at IGN just wrote an article about this in which he named this game the most tragic victim of Miiverse's upcoming closure. While I have not yet played it, I've heard from multiple sources, including some of its developers, that its finale depends heavily on Miiverse and would be a lot less memorable without it.

So if you want to experience this game the way it was meant to be played, this is your last chance. As for me, guess I'll have to scrap together some money to buy a Wii U within the next months. Was planning to wait a few more years until it's cheaper, but as Nifflas is my favorite game developer, I don't want to miss out on whatever that thing that'll soon disappear forever is.

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Inspired by Nifflas' The Village is Lava competition, I decided to come up with my own, somewhat similar challenge. Here are the rules:

Get both endings with a single fresh save file without using the cheat code or developer mode.

You may only open doors a total of two times while on the main screen of the village. Entering this screen doesn't count as such because you're on a different screen while opening the door in question. For example, this means that you may enter the village from the save room through the A door as often as you wish. After all you're opening the A door while in the save room. On the other hand, using the A door to go back to the save room from the village would use up one of the two times you're allowed to open doors on the village main screen.

Furthermore, out of the nine doors that are connected to the save room, only four may be unlocked, and only with regular keys.

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Uurnog / Challenge [Hard] (Spoilers): The Village is Lava
« on: March 24, 2017, 12:55:14 »
A while ago, Nifflas held a competition that required playing through the game with specific restrictions. It's already over (here are the videos of the winner's playthrough), but I thought it might be worth discussing here in case someone still wants to give it a try.

The conditions are that you have to get both endings on a single fresh save file without using the cheat code or developer mode. However, you're not allowed to ever enter the village, either through the A door or through the back entrance found in the trophy room. Furthermore, one of the ZUG doors has to remain locked.

Personally, I had to look up the winner's playthrough to learn the location of (don't read this before you're done with this challenge)
Spoiler: (click to show/hide)

Was pretty fun overall, though some parts were a bit too frustrating and grindy. Though in hindsight, there would've been less annoying alternative solutions to these sections.

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