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Knytt Stories Level Releases / Re: [Hard/Challenge] Eurydice
« on: August 30, 2020, 23:31:37 »In school I was taught 'YUR-ih-deece'.Horrible. Whoever told you that shouldn't have been teaching. It's yu-RID-ih-see.
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In school I was taught 'YUR-ih-deece'.Horrible. Whoever told you that shouldn't have been teaching. It's yu-RID-ih-see.
- it was built around going back and forth across a horizontal line of rooms; no vertical room changes. You'd go to the right, then reach the "end" and get a powerup, and a shift would "replace" all the rooms with copies that had more enemies (but mostly identical layouts and visuals); then you had to go all the way to the left to get the next powerup, then right again, etc. until the end.Sounds like Knyzarro, by Zaratustra. It's in the archive!
Sounds terrible!Nah, it's fun and has some hilarious moments. There's a particular segment involving the sun that cracks me up every time I play.
I think the landscape looks good. The only sameness I can see is on the steps exiting the cave. They're all the same length so they look a bit artificial. I had to search to find that criticism, so I wouldn't worry about it really.I noticed that, too. I was too tired last night to do anything about it, but I've tweaked it a bit and I'm happy with the results. I've updated the BIN and screenshot accordingly.
I'd call this a challenge level, because the required jumps are a bit challenging. The difficulty is at least normal because of those jumps. You could also label it a tutorial if you include the signs you mentioned.
A good way to boost your enthusiasm for a long term project is to post updates on the forum. Forum members will typically give encouraging feedback which might encourage you. It also helps to set smaller goals with nearer deadlines. It can be overwhelming to think about making the whole thing by year's end. Rather, decide on a small piece to finish by week's end, then do it again every week.That's basically how I've been doing it, so that's good to hear.
I found both jumps to be quite challenging, and I would probably label the level as hard. Definitely not environmental.So, what would be "environmental"? Something like Mashu Prapa?
The scenery was quite nice, but I don't think it worked as an entirely new way to use Nifflas tilesets. The creative use of that branch is a nice touch, but the level is a bit underwhelming, considering how you promise "new and interesting ways" to use the original tilesets.Sorry if I oversold myself there. I didn't mean to imply that I'd be doing anything especially groundbreaking, just that I'd be trying to make interesting settings and avoiding obvious tileset combinations.
I can't think of too many levels where only tilesets by Nifflas are used, but check out the screens from this thread, for example: http://nifflas.lpchip.nl/index.php?topic=1899.0Yeah, that's basically the look that I'm trying to avoid here.
Have you played anything like Bunnrey's "Caverns",Yes. I thought that it was pretty cool, but unpolished in some areas.
or Strange Darkness' "Scorching Sun"?Didn't care too much for that one, I'm afraid.
Or any of the really experimental levels, e.g. Lingon's "Find the Bug" or my levels, like "Pestilence"?I haven't played Find the Bug, but it sounds interesting. Where can I get it?
A small technical thing: I'm pretty sure two rows of rain tiles won't make more rain than one row, but it's been a while since I checked.It didn't look like it was doing anything, but I wasn't sure about it. I've removed the extra row.
As for workflow, unless you've got completed levels you don't want to release, I'd suggest starting slow and with a small level, maybe a small practice thing to implement some of your ideas. Inexperienced KS level designers tend to abandon their large projects: picking up experience as they go along, they end up with early screens being worse than the ones completed later.All right. Thanks for the advice.
I would compare it to a slow scene in a book/movie. Though the viewer may want to rush through the slow bit to get to the action, the build-up of walking makes getting the run power all the better.
Recently, I showed Knytt Stories to a 12 year old Taiwanese student. I watched her replay the "Tutorial" level for the first time in ages. Very interesting. The first few screens use walk and it makes the game feel very "real," like Juni is a little girl walking in the rain. I recommend checking out the first few screens of the tutorial again. Very nice.
I am not saying that forcing walk should be liberally applied everywhere, but I do believe that there can be instances where there's a really fitting use for it.
hm, then it was capitalism.
Hmm... I don't really agree with the run thing. Sure, it might be a bit annoying if you're lazy or have no patience, but it makes other people slow down and actually take a look at what is actually supposed to be the interesting part, the design itself.
By the way, I'm totally guilty of some of the stuff above. Did I remake the machine? Yes. Did I hide Chompers ("Eater" in the source but most people call it "Chomper" or "Sand Croc" --an allusion to Cave Story) in the grass? Yes. Do I make you work for that Run power-up? You bet I do. Mwahahaa!
Check out this mega-thread on the same subject. The Level Designer's Trap.
What's wrong with being Chinese? Besides that, I like your list :\ (I'm pretty sure you're not TRYING to be racist, but still. And yes, I am Chinese.)