Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Alaquiddin

Pages: [1] 2 3
1
Fixed. X-P

2
Knytt Stories Level Releases / Easy - Playground: Space Apartment
« on: April 13, 2011, 00:25:26 »
Level link

Juni and her boyfriend rent a space apartment. This is a space apartment simulator.

It has four screens and it's quite possibly the smallest sized level as far as how much memory it takes up.

3
All I used was this to make the voices, and this to make it higher pitched.

4
Spoiler: (click to show/hide)

5
Download link

Another quest for Juni to do, but this time it's personal! Her village is under attack, and the world has become extremely dangerous!

This is my third level, forgive me if there's any mistakes.

Here's some screenshots!





I hope I made it good. It's been awhile since I've played Knytt Stories.


Anyways, enjoy!

6
Bad news, I had lost access to my computer for months at end, and I had to reformat my entire computer! All the hard work is gone :ohnoes:

7
I won't be able to finish it in time, I deeply apologize.

Too much stuff to do that I never had the time to play on my computer.

8
You haven't been any bit blunt. You've helped me figure out what the problem is with it, and that's a nice thing.

The final version of this level will be finished by Christmas. Thank you for helping.


For the banishment cave, here's what i propose...
-It could look like a dead end. If the player know that he is cornered, he'll then start to search for a secret passage.
-The ghost could say that "there might be a way out but he stopped searching for it"
-The detector could be an item you don't lose or get back in the cave. Then you make a signal showing the exit.
or
-Since you keep the eye, use it to show the exit.
or
-find a way to remove the eye and open the exit that way.

Here's what I've done using some of my own propositions : link
This isn't really hard but at least it's not impossible to guess.

EDIT : oops, i copied your intro and did not remove it afterward.

I was thinking more along the lines of making the force field visible so the player *knows* there is a possible escape.

9
Sorry, that's not even close to constructive. If you want it to be the malicious interference of a cruel villain you need to involve it more in the game. Any time it thwarts or subverts the players efforts it should be accopanied by a clear indication that that's what's going on. It doesn't necessarily need to be as blunt as an appearance or a speech but it has to be apparent.

As it stands we were all completely unaware that it was an omnipresent villain at work and, as a result, wrote it off as being a string of near game-breaking errors. We've all played our fair share of awful levels round here and if you're going to use some of the gameplay elements that crop up in those sort of levels it's a good idea to make it clear that you know what you're doing and there's a good reason for it.

Okay, sorry for making these mistakes. I will try to fix them as soon as possible. Thank you for your constructive criticism. I appreciate it that you are trying hard to help me develop a decent level, and as so, I will do my end of the deal.

 I will work more on this level, and to the things you have pointed out, I will try to make the level better than it is. I will add more dialog from the "dark one", I will add more elements to the story, and I will make it more linear as to what you're doing and why you're doing it. Once I have gotten done with this, I will check and see constantly to see the reception.


Oh yes, and with the banishment cave.. I know you've got the ghost who says it's worthless to even try getting out you've set up an apparent exit that appears similar to a challenging section of game. People have preconceptions about how a game works and while it's possible to subvert those expectations to good effect it needs to be a constant. If you only go with odd appearances of it wrapped up in a very normal-looking game people aren't going to approach it in the right way and they'll mistake it for an error.

Many games have got brief moments in a similar situation but it's always a small enough area that the player can try every possibility for escape, notice it's useless and then wait for the cutscene or event that'll progress the story. People become accustomed to being the driving force that moves the story forward and tend to be very slow to realise when you've changed that.

I was afraid of the banishment cave being too hard, I was going to add a notification of some sort that there's a button there. At first I was shooting for an area that seemed impossible to escape. I am subconsciously fixated on making lunatic or impossible levels. Maybe the next level I make will be a lunatic puzzle game, but this is not what it's about.

You could PM me a version of the cave that seems better fit for this game, and I will add it in. I don't mean this as an excuse or anything, though. But this is only my second level ever made. Not as an excuse to be lazy, but things are bound to be messed up or broken. I'm entirely new to this.

10
It's supposed to be "unfair", in a fashion. If I relied on enemies and traps to make a level hard, it truly isn't genuinely hard.

It's supposed to be cruel and torture because I want the evil guy to look and seem evil, even for a game. If this seems too hard, I will set up the difficulty to warn people of it. And I am sorry if I may have deluded thoughts of this by my unintentional trickery.


So, for some of the worst tricks this level has, I will say in spoiler tags how to get through them.



Spoiler: How to get the ending (click to show/hide)

I hope I helped some. I may make an easy version tomorrow.

11
Pre-release topics / Re: Quest contribution!
« on: December 18, 2010, 22:32:55 »
How about this old unidentified man sitting in a cottage on a tall mountain, he would tell you of his long lost brother who one day wrote a letter to him. But the old man's legs were old and stiff, so he could never reach his brother to give the reply back. He then states that he requires you to deliver a letter to his older brother on the other side of the planet. Upon getting to the other mountain, in the other man's cottage, he reads the letter and says that it would be rude to not write back.

You then have to deliver that letter back to the original old man, and then HE wants to write back. After getting the last letter there, The older old man wants you to bring his brother to his cottage and while you're "Bringing" him to his older brother, he acts as a power up that makes your character a little slower, heavier and he's riding on the ball's back.

After traveling all the way across the world, when you bring him to his brother, he gets off the ball and goes to the cottage and they sit down on a log together. And as a reward for your hard work, the oldest man gives you a quarter, which you can use to buy a knytt power-up inside of a vending machine in some place wherever you feel the need of it to be put.

12
And so, after a few weeks of development, I finally got the first chapter done, and I will post every chapter in this thread.

So, you're Juni, of the underground Knytts. You are setting out to fight the evil "Dark one" who drove the knytts back underground. The thing is, though is that Knytts cannot fight, and Juni doesn't know what she's getting herself into.

The level's link

I tried to get rid of every SGE and void possible, and if you are stuck and need help, feel free to ask for some guidance.

Oh, and credit to Fredrik Andersson for one titleset.









13
Oh, okay then. Just have to wait, guys.

Edit: Waiting end commence.

I just finished the first chapter 8)

14
or you could just create a separate thread in Knytt Stories Level Releases and post the preview there.

You can only post finished levels there.

This is rather thorny.

15
I can present demos, right? As in, I can post the level as it has gotten so far, as a playable preview.

Pages: [1] 2 3