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Messages - BinarySplit

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1
Uurnog / Re: For those who played it, what did you think?
« on: March 06, 2017, 08:01:38 »
Uurnog was a pleasant surprise that I almost completely overlooked. I try to play all of Nifflas' games, but didn't even realize what it was in Humble Monthly until someone pointed it out. I have just finished the second ending.

It's weird. I was really hoping it would be another exploration-oriented game like Knytt, but it was more puzzle platformer like FiNCK. Still, I enjoyed it. Uurnog is probably the only puzzle platformer I've enjoyed in the last two years. I'd like to congratulate Nifflas for making something novel and good in a genre that has basically been done to death.

One big point of difference to previous Nifflas games is that Uurnog doesn't have a map or hundreds of unique collectable items or anything else that lets you know whether there's anything you've missed. I'm pretty sure I missed a few rooms somewhere. I don't like not having an indication that I've 100%'d the game in a game like this. This is probably my only criticism, and it's based on expectations built from playing previous Nifflas games.

Everything felt really polished. The music really helped express the atmosphere. The graphics were great. The puzzle design was interesting. The AI of the other human characters was weird, but that just added to the charm.

Overall, I really enjoyed it, and like all of Nifflas' games it has left me wanting more.

2
I couldn't get the cheat tool to work on OSX. I did override the files, but there is no noticeable difference in gameplay, map/inventory do not work everywhere, etc. Did I do something wrong?

Enabling map/inventory/transform is done through the F9 menu - select "More..." then "Enable powers". I don't have access to any OSX systems to test whether the F9 menu works though - it's possible it might not even be enabled on the Mac build. You may also have to press a modifier key with F9 (e.g. Ctrl+F9, Fn+F9 or ⌘+F9), as I think using plain F-keys in OSX goes straight to the OS functions (volume up/down, etc.)

The map/inventory/transform setting also gets reset every time you enter or exit a chapter or minichapter, and sometimes at predetermined points such as entering The Disorder.

If you can't get the menu working, another option could be to add this code to the end of global script.py file:
Spoiler: (click to show/hide)

Assuming that the text editor you use doesn't break the file's formatting (remember to backup! Text editors can be evil things), this should enable your map, inventory and transform ability every time you enter the menu or a new chapter. The map will probably get disabled again as soon as you move to an off-map room though.

3
I was really hesitant to release this, as it's serious game-experience-ruining stuff, but since I've now spent more time messing with KU's data files than playing the game, it'd be a shame for this to go to waste. I highly suggest you only download this if you feel you've finished everything in the game legitimately, or you've become so frustrated that you would otherwise never play the game again.

This has only been tested on the PC version. Probably will still work on Mac/Linux, but very unlikely to work on PSP.

With that, I present to you: BinarySplit's Debug Kit For Lame Cheaters!

What this does:
  • Enable transform/inventory/map in any area
  • Find out your map coordinates easily
  • Teleport to any coordinate in the map
  • Teleport up/down/left/right repeatedly with one key press
  • Teleport directly into one of several mini-chapters

What this doesn't do:
  • Normal "cheat" functions like god mode, flight, noclip, etc.
  • Any sort of map editing
  • Work on PSP that I know of



Spoiler: Installation: (click to show/hide)


Spoiler: Usage/Notes: (click to show/hide)

4
Neon Fall is the place where you get to see
Spoiler: (click to show/hide)
On the map, it starts at the big brown mountain-like thing at the very bottom, about 1/3rd across from the left.

If you want to access it without cheating,
Spoiler: (click to show/hide)


5
Everything is accessible. The Hi Ponto is a secret in a secret though. You get to that screen and can walk through all the words if my memory serves me correct.

The tower is another secret area. Its the "toast" area.

I feel like such an idiot for searching for hours in the wrong places, getting fed up and resorting to cheating; yet the secrets I've found while cheating have been some of the best parts of the game for me:
Spoiler: (click to show/hide)

I got my debug mode tourist thing working. It's definitely a game ruiner if you haven't finished exploring, so I'm not going to tempt anyone by posting the code here.

6
I've also marked off a map of parts of the "underworld" section that I recognize: http://i6.minus.com/ibj8GhlT5rzvEb.png (medium scale)

It's disturbing how many areas there are that I don't recognize... Like the tower at the bottom and, what I presume must be shortcut paths, between The Disorder and Interlude.

I wonder how many areas aren't actually visible without cheating? I imagine that HI PONTO and the 3 faces underneath The Disorder can't actually be navigable...

I think I'll bind my F9/F11 debug key functions to just cycle through all the levels of the underworld... My exploring days are over, so I may as well see the rest of the game as a tourist.

7
I've done some crude renderings of the entire Knytt Underground game world. These are based on the "Tiles" data files, so they don't include any of the nice scenery (grass, smoke, backgrounds, etc.), or complex objects (lava, kill-zones, etc).

Small: 1/16th scale, 2,976px x 1,548px, 348kB: http://i.minus.com/iKXxdSAe7YUF2.png
Medium: 1/8th scale, 5,952px x 3,096px, 958kB: http://i.minus.com/iguPanjDEU0U8.png
Large: 1/4th scale, 11,904px x 6,192px, 2065kB: http://i.minus.com/ibhCtp9bBfwk5W.png

I've also attached the Python source code of my mapper. Note that PIL (Python Image Library) must be installed, and I use Python 2.7 (though other versions will probably also work).

EDIT: Added missing levels on the right and bottom sides. Changed level color to reflect actual in-game color a bit more. Note that this makes the boundaries between Utopioca and the normal levels look a bit messed up - can't really help this unfortunately.

Here are the old versions maps, in case you preferred their coloration:

8
Knytt Underground / Re: Will there be a level editor?
« on: February 12, 2013, 09:46:06 »
Attached a Python script for extracting the World.bin.

It's quite a simple format. It's just this pattern repeated until EOF:
  • NUL-terminated string containing the filename. Always in format "<coordinate> <type>" e.g. "1,1 Script", "40,40 Objects"
  • 4 byte integer containing the file size
  • [File Size] bytes of data

Change the extension to .py and either run the file in the same directory as World.bin (it should create an "extracted/" subdir) or import it and run """unpackWorldBin("World.bin", "extracted/")"""

Unfortunately it's not very useful at the moment. I've found it easier to just open World.bin directly in Notepad++ (or any other editor that doesn't mess with the format of binary data) and just ctrl+F to the desired location.

9
Saira / Feedback Thread [spoiler]
« on: January 08, 2010, 07:30:21 »
[SPOILER WARNING] I'll avoid mentioning specifics, but if you haven't finished Saira yet, this post probably isn't for you.

Spoiler: (click to show/hide)
[mod]Added spoiler tags. We have them for a reason ;)[/mod]

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