IMPORTANT: Do not unzip this folder into your KS folder. It is uploaded here as a separate, independent folder.
Okay.. It's a Knytt Stories mod, e.g. a mod(ified version) of Knytt Stories. That means I took the source from KS and changed it. 9_9 I really don't know what else there is to say. I can post a features list, but it will take some time because I accidentally deleted the old one. Basically what you do is doanload it and play it like Knytt Stories, except you can do more with it than Knytt Stories.
Download (lpchip.com) (http://files.lpchip.com/other/Knytt%20Stories%20ACO%20120.zip)
- Custom level category browsing
| On the level selection screen, choose other for a category. You will be prompted for a custom string. Be sure to enter a capitalized phrase or it won't work. |
- Code helper
| Wave your mouse over the top right corner of the window to open the code helper. It will save 20 digits of code for as long as you are still playing. (Yes, cutscenes break it.) |
- Simplified level selection
| No more having to mash on the mouse to get a level on the last page. Now simply click the jump to last page button, or drag the trackbar. |
- Stats
| Once you have beaten a level (e.g. hit a win tile) the corresponding button for that save slot will turn blue. Furthermore, if your info picture is blank in the area just right of the saveslots, it will display time playing and number of deaths. |
- Installation complete
| While waiting for a large KS level to install, you might be tempted to do something else. It the download finishes while your away somewhere, KS will flash its title bar (the little bar at the bottom of the screen) |
- Level name displayed in header
- ALT (Advanced Level Testing)
| While testing a level (from the editor) hold 'e' to open the ALT menu. |
| - Coordinates displayed in bottom left
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| While the ALT menu is open, you can view your current flag states. You can also see your powerups by holding q (I didn't change this). To toggle a flag or power-up, simply click it in the appropriate menu. |
| - Display correct lock solution
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| While testing your level, correct buttons presses (the ones with 8 different states) will turn up green |
| To delete an object while testing, right click it. To add one, select the bank and object number in the ALT menu. Click the icon to pick it up, and right click again to put it down somewhere. |
| Enter "Does kill=1" in the ini file. The mask is a rectangle. A deadly command can be coupled with any of the other custom object enhansements. |
| "Type=1" The first of the custom object movement. A flyer, like bank 1, object 1. |
| "Type=2" This movement is like the rats and the small mustard-yellow ball. Unfortunately, it comes with a lot of ini code. ****$(%)=#: $ can be L or R. It stands for which direction the object is facing. % is S or E. It means start or end of an animation cycle. # is an spritesheet frame number. Finally, **** is Face or Walk, based on what the animation is doing. Example: WalkL(S)=0, WalkL(E)=4 Would mean its walk left sequence runs from frame 0 to 4.
Speed=# How fast the object moves in pixels per millisecond Xdiff=# How close Juni must be for the object to stop following her in pixels Ydiff=# How close Juni's Y position must be for it to follow her. Also in pixels |
| "Type=4" Wait.. what happened to three? It got discarded. This movement is a straight line.
Direction=# Direction is degrees of its path Speed=# How fast it moves (in pixels per second) |
- Level name displayed in header
- Ctrl multiplier
| Surely, you know the shift multiplier (x10). Well now there's a ctrl multiplier (x1000) You can get from 1000,1000 to 0,0 By holding Ctrl+Shift Up&Left |
- Jump to coordinates
| Double click the coordinates in the bottom left of the screen, and a pop-up window will open. I used the username-password dialogue, so the second fill-in spot will display as dots. :sick: |
- Test level with certain flags
- Set starting position with certain flags
- 254:1, Loop music tile
| Place this tile anywhere onscreen to loop the music playing (NOTE:The music must not already be playing for this to work) |
- 254:2, Deathify tile
| Make anything kill (Please don't use this on custom objects.) |
- 254:3, Angelic tile
- Warp saves
| Enter "WarpSave=1" to save on screen exit. This may later be changed to "WarpSave(L)=1" etc. |
- Bank 254 tiles now invisible during gameplay
- Hide position during load
| The small window in the bottom left is supposed to show you the map position during level testing. It was popping up when a screen was loading in a non-test playthrough. This has since been fixed. |
- Tiles 254:2 and 254:3
| These don't really work. Unfortunately, the game only tests the group "Enemies" for deadliness. Therefore about half of the tiles will be unable to turn evil. I am trying to fix this. We'll see. The tiles work just fine on enemies, now. You can make an enemy run into tile 3, become placid, run into tile 2 again, and kill you. |
- Tiles 253:4 and 253:5, speedrun
| Object 4 is the timer starter. When Juni collides with it, the timer starts. It counts up by default, but putting "Timer=Down" in the ini file will make it count down. To set the initial value of the timer, use "TimerStart=#," where # is the desired number of seconds. If the timer is counting down and it hits 0, you die and respawn from the last savepoint. If you reach an object 5 (the timer stop object) before that, it stops. When you hit the stop as it's counting up, your time flashes across the screen then disappears. NOTE: If you die, the timer will have stopped when you respawn. |
- 253:6, remove object
| Place this tile over an object and it's gone. What is the point of this, you ask? You'll figure it out. |
- Bank 254 now 253
| Changed so that KSA levels played in KS ACO won't pop up random objects from ACO. |
- Remainder of COs
| I just took the liberty of adding PYP's images for custom objects 49-255 (http://nifflas.lpchip.nl/index.php?topic=3115.msg36382#msg36382). |
- What's up with the big empty sapce at the end of the demo level?
| It was going to hold a boss battle. Unfortunately, I wanted to get it out before Christmas, so I didn't have time. |
Pinball projectiles
Fish that don't swim through walls (in progress)
Certain enemies that can face the other way
Colour change
It would be cool if you added these
BANK 13
The red, green and black cannons that shoots at the direction of right.
A Left moving laser.
marble shooter that shoots at the direction of left
This would make level editing a bit easier. Not that you have to do this...
Good idea. I will try to put something like this in 1.4.01.3.0
Edit: Hooray! 1.2.0 is out.
You cannot have more than one unique timer in a screen. The start timer objects are controlled by a string in the ini screen. For example,
[x1000y1000]
Timer=Down
TimerStart=120
would start a 2 minute countdown triggered by hitting a start object in screen 1000,1000.
Edit: You can start a timer on any screen you want with the start object, but you must hit the end object before you can start another.
You cannot have more than one unique timer in a screen. The start timer objects are controlled by a string in the ini screen. For example,
[x1000y1000]
Timer=Down
TimerStart=120
would start a 2 minute countdown triggered by hitting a start object in screen 1000,1000.
Edit: You can start a timer on any screen you want with the start object, but you must hit the end object before you can start another.
its not working, i put it with the sign A ini. Help me please
*bump*
Well, we ran into a major problem. I was just editing something with the reversed enemies (see here) (http://nifflas.lpchip.nl/index.php?topic=2458.msg37259#msg37259) and the sound disappeared. It just vanished! I ran the application and there was NO SOUND. Luckily I hadn't built it yet, so I still have the soundful executable, but the .mfa is now completely soundless. I don't even know whether it was something I did or if the source just got corrupted. O_o
*Begin long tedious process of copy-pasta code into a new mfa file
Edit: WTF? Even the level editor and two backup files got corrupted.
Edit: I'll have to start all over with the original KS source. So much for expecting the next beta within a week. T-T
Edit: Well, that's the end of it. I can't create a single Knytt Stories mfa with sound in it. I'm sorry it had to end this way.
Edit: Woah! Nested edits!