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Topics - the Jack

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1
First sorry to those waiting on replies from me, pm or otherwise.

I wanted to let everyone know I'll be back hopefully soon.

I spent last weekend having a surprise neurological event (they're still not sure if it's MS or maybe a stroke or what), the middle of the week finding out I'm developing macular degeneration (a kind of progressive blindness), and from Thursday to present fighting an infection that had me delirious with pain (and because the U.S. healthcare system is still so broken, I had to wait days for an antibiotic, never got pain management, and won't have the surgical intervention required until tomorrow at the earliest).

Typing is still challenging, so I'm dictating to my spouse. Say hi, baby.

["Hi, baby! :D"]

My focus and coordination are already noticeably improving. So hopefully I'll be back to 'work' on KS stuff soon. Good thing I'm already a card-carrying LoCP member, though. :rueful smile:

2
About Nifflas' Website and Forum / A Nifforum milestone!
« on: August 12, 2014, 21:45:09 »
Earlier today (server time) someone made the 67,777th post on this forum site. (That's 67.777 for Dutch readers. ;)) We're 2/3 of the way to a hundred thousand posts! Pretty amazing. :whoa:

This seems like a good time to thank LPChip for running this joint, all the other admins & moderators -- past and present -- and, of course, Nifflas himself, without whose games none of us would be here.

3
I came across this post: http://www.boredpanda.org/30-breathtaking-images-will-force-you-to-move-to-china/ * and many of the photos immediately reminded me of KS landscapes, and/or looked like RL versions of common design elements in KS levels. I've attached a few of the most KS-ish images for posterity / people who can't view BoredPanda for whatever reason.

* Viewing images will most likely not force anyone to take up residence in another country against their will.

Image credits:
"Red Rock Valley at Yuntaishan" by Wiwat Navakanon
"Zhang Jia Jie" by Jumrus Leartcharoenyong
"Photographer in the Cave" by Woosra Kim
"Autumn in Wuyuan" by Raymond Peng

Honestly, some of these make me want to just re-create the whole landscape with gradients, tilesets & COs! And even the ones that wouldn't necessarily translate directly into KS very well could still serve as inspiration for getting a similar feel in a level.

4
Creativity Support / Help with cleaning up an audio recording?
« on: August 10, 2014, 05:41:09 »
So I have managed to record a sound effect I want to use in a KS level I'm working on. I'm using Audacity, and I am somewhere lower than 'noob' in terms of knowing what I'm doing. (It took me an embarrassingly long time to figure out how to get Audacity to record anything at all.)

I have my recording trimmed to the relevant section, with a little lead-in and lead-out to avoid the overly-abrupt sound-cutting-out thing. I also figured out how to fade in and out the beginning and end of the sample, so that will help with the too-abrupt-transition thing.

The problem is, there's an awful low-pitched buzzing background noise that I suspect came from the mic itself (even though it's supposedly a good mic; we got it as a gift) which almost overpowers the sound I was actually trying to record. I've been able to silence it where it didn't overlap with the sound effect, but I'm having a really hard time isolating the part closest to where my sound begins in order to quiet the buzzing there.

I'd thought I'd be able to zoom way in and identify which sounds were which by their waveforms, but it turns out I am not as good at that as I thought I'd be. It doesn't help that the clip is very short, and the section with the actual sound effect is even shorter.

Any and all suggestions for filtering out or otherwise removing the obnoxious buzzing would be greatly appreciated.

5
I was fooling around trying out some different techniques for gradients for a level I'm working on. None of these were really what I was going for, but I figured someone else might be able to use them (or even just get inspired by them).

Feel free to use, edit, fold, spindle and/or mutilate in any KS levels. If you want to use any of them for something else, please ask -- I'll almost certainly say yes, I mostly want to know what's being done with it. For commercial uses, definitely ask first, and use only after I give permission, thanks. (Yes, that was basically a Creative Commons license in plain English.)

So, without further ado:

6
This is far from the first level I've worked on -- I have 6 that I've started, and concepts for others that I haven't begun building yet -- but it is the first level I've managed to complete "enough" to release. It was designed for and entered into the latest KS Level Design competition, the deadline for which forced me to just 'get it done already.' (Sometimes having a deadline is a good thing.)  I suppose "first level, be gentle plz" applies.

Partly because I lost track of the competition end date :oops:, I wound up having to cut some of the elements I originally planned to include, in particular a more-complex puzzle, and a shift-scene at the beginning of the level. I will eventually be releasing a version 2.0 with the full puzzle I originally envisioned, though, along with additional areas, further tileset tweaking, more COs & custom sounds, an enemy or three that players will have to actually work to avoid (!), and other bells and whistles.

Later this week, I'll be releasing version 1.1, which will mostly just take care of bugfixes. If you find any errors other than the ones already noted, please let me know so I can correct them for the revised release. I'd rather not clutter up the level archive with five revisions when I can just save up the corrections and do one or two pre-2.0 releases.


The contest called for levels to "be about Juni being trapped somewhere and ... trying to get out" and "feature at least one puzzle element."

So, in Which Way Out?, Juni finds herself in an unfamiliar landscape, and has to figure out how to escape. I think some screenshots are in order:




Here's the level icon, also:
If you save Icon.png into your \Knytt Stories 1.21\Worlds\the Jack - Which Way Out\ folder, the icon will show up on your KS level selection screen. (The icon won't show up on the level archive for v1.0, although -- hopefully -- it will for v1.1 once I upload the revision.)


Click to download Which Way Out? from the level archive


Level Features

Audio: All sounds (other than Juni's footsteps and jumps) were recorded by members of the United States Fish & Wildlife Service as part of their official duties, meaning the recordings are in the public domain; each ambiance track was remixed by me specifically for WWO? using these FWS files and Audacity. No default ambiance or music tracks were used.

Custom Objects: All custom objects were created by me (some based on elements in Sal's tilesets).

Cutscenes: The default "Level Start" and "You Win!" text-on-white cutscenes have been replaced with full-colour, multiple-screen intro and ending sequences. (I ran out of time, so the intro is still fairly plain, but I think the ending makes up for it.)

Level Splash: The default blank title screen that's displayed when a level is selected in KS (with the angular grey spiral graphic) has been replaced with a full-colour image displaying the level name and all the level's credits info.

Savepoints: Frequent save locations -- in nearly every screen -- encourage fearless exploration.

Tilesets: Camaska high, Crystal land, Green land and Green plants; all four created by Salmoneous / Elder, with modifications by me. No default tilesets were used.



Hints
Since some of the early players had trouble figuring out what to do...
Copied from a comment I left in the competition thread, here are some hints to point players in the right direction:

Spoiler: very vague hint (click to show/hide)

Spoiler: less-vague hints (click to show/hide)

Spoiler: least-vague hint (click to show/hide)

A word of warning -- It probably is possible for at least some players to "brute-force" (or "dumb-luck") their way through the level rather than figuring out each part of the puzzle, just as a determined-enough (or lucky enough) player can get past symbol-combination locks in KS simply by entering every single possible code until the barriers open. Like "solving" a Rubik's cube by peeling off and repositioning the coloured stickers, however, doing so misses the whole point of the puzzle.

Finally, Which Way Out? also marks the inaugural use of the Scenic category tag.   C)p

7
Hey, what do you know, there's a character limit for topic subject lines.  :P2

I'm surprised nobody has posted about this game yet! The designer, who goes variously by Anna Anthropy, Auntie Pixelante, and Dessgeega, is responsible for several well-regarded Knytt Stories levels, including Fossil, The Oubliette, and Under the Crack. And her latest game is an exploration-heavy, non-linear platformer firmly in the tradition of Nifflas games like Knytt and Knytt Stories, and their old-school platformer forerunners including Metroid.

Redder casts you as a tiny, pixel-art astronaut who's forced to make a landing on Mars (or some other red planet? But I'm pretty sure I remember seeing a reference to it being meant as Mars on the designer's blog... if, perhaps, an old-old-school, pulp-SF sort of Mars) when your spaceship runs out of fuel.

Screenshot links (they're links instead of emedded so as not to steal her bandwidth; Dessgeega's been posting choice screenshots from Redder throughout its development, and only stopped once the game was released):

one left
four left, two down (outside)
four right, one down (inside)
five right, four down (not every screen is dominated by red!)
four left, seven down (green seems to be the secondary colour after red)
one right, five down (there's also some soothing, earthy brown)
five right, eight down (try and tell me that falling animation isn't adorable)
two left, nine down (classy)
six left, nine down (busy)

All the screenshots are described by their position in relation to the starting screen -- that's Anna Anthropy's choice, not mine, so if you feel that would be too spoilery for you, don't follow the links

The controls are your basic, simple-platformer left, right, jump. Holding the jump button (I was using the arrow keys; I neglected to check for wasd or any other control scheme, but up-arrow definitely works) prolongs your jump in a way that feels right for a comparatively low-gravity planet. You don't get as much horizontal jump distance as you do vertical, but the controls are simple enough that you'll get the hang of what you can and can't do quickly.

Savepoints are generously scattered through the game -- at least, they are while you're still fairly close to the starting point; I haven't beaten the game yet -- and triggered when you go past one with the astronaut touching it, though they're usually (?) easily jumped over should you prefer not to save your game there.

You'll need those savepoints, as there are a variety of things that will kill your astronaut and send you back to the last savepoint used. In addition to at least two kinds of switches which change the game state in ways you'll easily figure out so that you can get past switchable obstacles, there are at least one kind of passive-death danger, one kind of moving enemy and one kind of automated-intermittently-firing weapon that can each warp you back to that last savepoint if you should come in contact with them.

The intro sequence shows your spaceship's "fuel gauge" as a slowly emptying grid of glowing, diamond-ish energy crystals. The goal of the game, beyond exploration for exploration's sake and not-dying, seems to be collecting replacement crystals so that you can presumably take off again. (The "green" screenshot linked above contains one of the crystals.) Despite the lack of text instructions, everything in the game seems to be either immediately straightforward, or something quickly learned after you get warped back to your last save point.

By all indications it's a good-sized game, with plenty to explore -- the designer says it's her largest game ever -- though not huge on the scale of Knytt. Jaded platformer players may find it too easy; LoCP members like me will find it challenging, but not necessarily unplayably so. Whatever your skill level, though, Redder is old-school fun.

Play Redder here (at Newgrounds)

edited to shorten subject line as suggested

8
The KS Level Archive is set up with seven categories: Tutorial, Challenge, Puzzle, Maze, Environmental, Playground, and Misc(ellaneous). This wasn't an arbitrary decision on LPChip's part; it's coded right into the World.ini file of every KS level.

Quote
; ---Level Categories---
;
; Tutorial        A tutorial that teaches you to play Knytt
;                 Stories and contains tips and tricks.
;
; Challenge       A Challenge level - make sure your skills
;                 are sharp!
;
; Puzzle          In a Puzzle level, you need some serious
;                 thinking.
;
; Maze            A Maze Level - Can you find where you're
;                 going?
;
; Environmental   An environmental level - No puzzles, no
;                 monsters, no challenge, just beautiful
;                 landscape.
;
; Playground      A Playground doesn't have an ending or a
;                 goal - a good place to practice.
;
; Misc            A level that doesn't fit into any of the
;                 other categories.

I wasn't around when this community was at the old forums, so I don't know how long ago the change started to happen... but many KS players seem to use the term "Environmental" to describe levels that are visually stunning, even though they may have some moderate challenges in them. Salmoneous's "Mashu Prapa", and "Gaia" by Anydel & Drakkan, are two prime examples of levels which are mostly challenge-free, yet because of that 0.5-5% challenging-screens content, technically, they cannot be called Environmental levels. Yet 'Environmental' is exactly how most players think of levels like those, including those two in particular.

Arguing for a change in what the Environmental tag means seems moot at this point; Nifflas has said he wants the categories to remain the way they were originally set up, and as the guy who gave us this awesome game (among others) he deserves for us to respect his decision.

I'd just been thinking about bringing this issue up while I was offline last night; and this morning I logged on and discovered, thanks to a timely thread bump, this comment:
@LPChip: It would be nice if the new archive had some feature that allowed users to search for levels that 'look nice', though. I think I'm not the only one here who's mainly interested in KS as an aesthetic experience, and thus will prefer environmentals in most cases, but will tackle a challenge level if it's a really good-looking one. It would be nice to be able to separate, via some search term, maybe, challenge levels with a strong aesthetic focus from those that just focus on presenting the player with, well, a challenge.

and this comment:
I'd like to second that. Perhaps this could be discussed in a separate topic somewhere on the forum? Because I remember there were other challenge vs. environmental debates before, with different participants, and it doesn't seem like most people would be happy if the categories were made completely separate, with no means of searching for good-looking levels.

(I admit I'm biased, though, because my levels kind of fall into the challenge+environmental thing too.. I think.. only the environments are really weird  :crazy: and the challenges kind of basic  :oops:)
from a couple of months before I found the forums.

The fact is that people are using the term Environmental to refer to a particular kind of level, which most people seem to recognise ("I know it when I see it"  ;)) and want to call something to distinguish it from levels which, while they aren't necessarily ugly, aren't visually stunning the way the levels we're all so tempted to call Environmental are.

Calling these levels Playground wouldn't be any better (and arguably worse) than calling them Environmental; Misc is hopelessly vague and better suited to levels like "AniMate", "Don't Eat the Mushroom", "The Organ" and "Teenhmifnoeafgil" which defy categorisation.

What we need is a new category.

I propose that it be called Aesthetic "Scenic".


Hopefully the level archive (if not, alas, KS itself) can be set up so as to allow users to search for Aesthetic Scenic-tagged levels. So "A Knytt in Time" for example would turn up in a search for either Challenge or Aesthetic Scenic. (Both? Is the new-and-improved archive going to allow multi-category searching?) "Dungeon" would show up for Maze and Aesthetic Scenic.

There's a possibility that some level designers (or "Knytters", TM Hmpf) would abuse the option of listing as Aesthetic Scenic a level which ...wasn't, but that seems a relatively minor potential annoyance compared with the ability to accurately label those levels we all think of as sharing a category but which, until now, haven't had a term that was rightly theirs to be called by.

edit: I didn't mean to put it in Level Previews, I just... failed to pay attention. Oops. Thanks for the move, LPChip!

edit 2: I have read everyone's comments so far, and I agree that the term "Aesthetic" is particularly prone to potential abuse, since not checking that box would amount to saying 'I think my level is ugly but you should play it anyway LOL.' Therefore, I am now putting forward "Scenic" as my #1 choice -- again subject to consensus / change. A level can be perfectly attractive without being scenic; calling a level "Scenic" is referring to its having 'beautiful landscape" as in the official definition of "Environmental" but without the additional "no puzzles, no monsters, no challenge" restrictions of the Environmental category. Scenic levels, like Environmental levels, feature a cohesive environment as a fundamental element of their design and gameplay.

And just to reiterate: This is existing usage in search of a proper term, not a random suggestion for adding a new category just because. People are using the unsuitable term Environmental for a recognisable group of levels which nevertheless don't fall under the official definition of the Environmental category. Picking another term is far preferable to continuing to badger LPChip to let us tag our levels Challenge/Environmental.

9
I downloaded the tilesets rescued from the Public Tilesets thread on the old forums a while ago, and finally got around to looking at using them today.

Among the tilesets I'm looking at using for the Round Robin/Tundra group level, I found two by the same artist with less than half the tile space used in each, and which are visually compatible with each other. It would be simple enough to just copy and paste the tiles from one into the other, and edit the info line to reflect both sets' titles in addition to the artist's name. (There are, I noticed, many such... not necessarily incomplete, but definitely sparsely populated, tilesets among the ones Gaeel is so generously hosting.)

Unfortunately, the artist who created these particular tilesets, Johnny Chthonic, apparently hasn't been to the new forums at all. A forum search turned up a discussion of whether he was going to finish a level he'd been working up, but no comments by him -- unless he's using a different username now, but that seems like something that would've come up in the aforementioned discussion.

Since the questions my specific situation has raised also apply to other tilesets and other level designers wanting to use them, I decided to ask them here instead of PMing a mod to inquire after Johnny.

1) I know the tilesets on that 'Public Tilesets' page are usable without needing to request permission in advance (hence 'Public') but can they also be modified without getting the artist's permission?

2a) In general -- that is, not only wrt the tilesets on that page, but any tilesets released for general use -- is it considered 'modifying' (and thus requiring permission, in cases where the artist hasn't specified that any and all editing are fine) to simply combine two tilesets by the same artist when this doesn't require leaving any tiles from either set out?
2b) What about putting a smaller number of tiles, say 1-6, from one tileset into a tileset with as many or more 'blank' / unused tiles by the same artist?
2c) I presume that regardless of permission requirement both tileset titles ought to be referenced in the info bar of the combined set, in cases where both entire sets are included; would both -- or potentially 3+ -- titles have to go there in the second case also? (That could be tricky to fit...)

3) I'm certain this has been answered (repeatedly, even) elsewhere, but so it's here with the other questions... Is the policy when an artist is AWOL and has released tilesets (or other level elements: music, COs, etc.) for public use but either not mentioned whether it was editable, or said to ask permission but can no longer be contacted, to "go ahead and use it with the understanding that if they come back and say no you'll have to take your level down and either replace their element(s) with something else or give up on re-releasing it"? Or is it, as with copyrighted / trademarked content from places like other (non-Nifflas, he seems reasonably easy to contact for yes/no permission purposes) commercial games, non-free songs, etc., the policy that "you can't use that without permission, and if you release without permission and are thus violating copyright, your level will be removed from the archive by an admin?"

The particular tilesets I'm looking at, for the curious, are Johnny Chthonic's 'Glass Maw' and 'Frozen Highlands'. If possible I was thinking about putting a handful of tiles from 'Dead Plains' and/or 'Underground Forest' that seem like they'd tie in nicely with the barren crystal/ice theme and also fit in the space still left over after combining the first two.

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