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Messages - 1020/Collen

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1
Knytt Stories Level Previews / Re: [Normal/Misc.] In a Desert
« on: March 05, 2011, 18:53:35 »
Added more screenshots.
Thanks, sergiocornaga, but I still have 10-21 more areas to go until I'm finished. I'll probably release a demo at the half-way mark.

2
Knytt Stories Level Previews / Re: [Short/undefined] Wild World
« on: February 22, 2011, 12:29:04 »
No, I mean where did you get it? It's not in the LE.

3
Knytt Stories Level Previews / Re: [Short/undefined] Wild World
« on: February 22, 2011, 03:16:41 »
It's nice to here that you're continuing this. From the screens it looks good, but what's up with the green water? Is it a custom object?

4
Pre-release topics / Re: Quest contribution!
« on: February 20, 2011, 15:12:41 »
Sorry for the bump, but I have an idea for this:
Basically, you find a Knytt that was turned into a ball for some reason, and in order to get him back to normal
Spoiler: (click to show/hide)

5
Knytt Stories Level Previews / Re: [Easy/Misc.] In a Desert
« on: February 20, 2011, 14:41:39 »
Thanks, variad. Added another screen, this time showing the basement of Seablue Stronghold and Riptide Rapids, which is actually a required area, while SS is just for a red key (that you actually get to keep, instead of the temporary keys in the puzzles).

6
Well, it does something... in the post-cutscene room if you have highjump and hit the shift thing, you go somewhere into the void not near anything else, and in the actual cutscene room if you try to leave you go into the void too, even though there's no shift. In fact, I don't know how to trigger a warp. Do I use shift or something?

 Here is what I'm using:

[x994y1002]
Flag(A)=Power3
FlagWarpX(A)=993
FlagWarpY(A)=1007

(x994 y1002 is the pre-cutscene room. x993 y1007 is the post-cutscene room)

7
I TRY doing that, but it never saves even though I hit save one thousand times.

8
Knytt Stories Level Previews / Re: [Easy/Misc.] In a Desert
« on: February 18, 2011, 18:38:17 »
...added more screenshots.
Thanks for the comments, everyone.

9
Basically, I have a room with a shift thing in it. It plays a cutscene, gives Juni the highjump ability, and she pops out in another room without the cutscene shift in it. Using another shift it takes Juni to the room before the cutscene room so she doesn't go into the void, and so I don't have to repeat every screen again for ONE room.
The problem is that in the Pre-cutscene room, you can still go into the cutscene room and play the cutscene again.
So how would I make the Pre-cutscene room lead to the Post-cutscene room if Juni has received the highjump ability during the cutscene?

10
Knytt Stories Level Previews / Re: [Easy/Misc.] In a Desert
« on: February 18, 2011, 03:08:33 »
Thanks, yohji. New screen up.

11
So, I can make a simple CO that does an animation, but I was wondering if there was something I could write to make them do other stuff like moving and killing Juni if she touches it.
I've searched on google but I couldn't find a tutorial on it besides the animation one, but I've seen COs that walk around, so it must be possible.

12
Thanks, egomassive.

I added three more screenshots of Crag Cavern, showing Rushing Rapids and Seablue Stronghold.
Also, other stuff:
Icon


13
Knytt Stories Level Previews / [Normal/Misc.] In a Desert
« on: February 16, 2011, 03:40:58 »
So, I made a desert tileset, so I decided to make a level using it. Eventually I'll get to a different section of the level and make another tileset, but for now... We're In a Desert.

Spoiler: Screenshots (click to show/hide)


14
So, technically you could use music that isn't copyrighted?

15
Okay, now it works, thanks. I moved it to a new Knytt Stories folder in my OS.

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