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Messages - back seat astronaut

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1
Knytt Underground / Re: Big update coming soon!
« on: February 21, 2013, 06:43:53 »
Heh, this always happens to me.  I check the forums every day in case anything exciting happens (like a level editor being posted) and then finally I forget to check for a few days, and when I check again, I realize a level editor was posted five days ago!  Heh.  I'm probably too stupid to figure out how to use it though, so probably not a big deal.  But still.  If I can figure out simply how to create a new level and create rooms with tiles and objects, so I can start building rooms for a level, that alone is plenty exciting!  Now, to try to figure out how to do those things....

2
Pre-release topics / Re: 'Knytt Underground'
« on: December 16, 2012, 01:42:12 »
You've mentioned before that it's only certain aspects of the levels that are going to be difficult to make a user-friendly editor for, and that knowing Python scripts would be necessary for doing the more advanced things.  Is it still possible to make a user-friendly editor in the meantime even if it's only limited in what it can do (but people who know Python can still do more)?  Or is the problem that the levels have become so advanced that it will be difficult to make a user-friendly editor at all, even for the basic aspects of level editing?

I, for one, would be extremely happy to have an editor even if I could only make an environmental level with it.  If later a more advanced editor could allow me to add quests to that level I had already built, that would be great too.  :)

3
Pre-release topics / Re: The amazing topic of profanity :)
« on: September 05, 2012, 01:53:59 »
It's great to see such a thoughtful discussion on a gaming forum, and I think it's a sign that the story in KU will be interesting and that the people playing it will be capable of appreciating it.  :)

4
Pre-release topics / Re: 'Knytt Underground'
« on: August 20, 2012, 06:45:24 »
If there were more beta testers, I would suggest releasing the dev version of editor as is in the beta to see what people can do with it and what changes they would suggest.
Why would there need to be "more" beta testers for that?

I personally would love to have any version of the editor released during the beta.  Even if it's only functional enough that I can start importing my photos in to see how they look in an actual level, so that I can start getting all my photos ready for when it's time to make the level itself when the full editor is released.  

There was an incomplete editor released a long time ago in a previous stage of "beta testing" (for coming up with puzzle suggestions) but it didn't have the ability to put photos in the levels.  Even just a version of that editor with the added option of putting photos in, so I can test how they look in the game, would make me very happy.

5
Pre-release topics / Re: 'Knytt Underground'
« on: August 02, 2012, 04:21:50 »
I just don't see what would stop people from working on their level and playing the game itself.  If the game is huge, then I'm not going to play it all in one sitting anyway.  I'll play an hour here, an hour there, until I've finished it.  So what would be so bad if I played an hour of the game, played around with the level editor a bit, played another hour of the game, and so on?  I can play a game, go about my life and do lots of other things, and then come back and play more of the game--so why can't learning the game's level editor be one of those many things that I do when I'm not playing the game?

In my opinion, the only way someone would stop playing a game before finishing it is if they're just not enjoying the game itself that much.  If it's a great game, they're going to want to keep playing it.  Just having something else they also want to do sometimes isn't going to stop them from finishing a game they enjoy.

6
Pre-release topics / Re: 'Knytt Underground'
« on: August 01, 2012, 05:41:53 »
I'm just curious: will the console versions have an editor as well? Not that it matters to me, since I don't have either console.
I'll leave revealing most things about the vita/ps3 versions to my partners. The developer editor I made for myself is not really suitable to be released like this; it is waaaaay complicated. I still have to figure out how I can make it both easy and yet support all advanced features at the same time. It's a big challenge for me. Maybe I'll wait with the editor until the game is already released.

I strongly recommend, regardless how easy it turns out to be to make the editor in time, to release it after the game has been released. Give at least a month or so of time for the players to finish the game normally, or they might be so eager to try out the editor that they'll just rush through the game or stop playing halfway. Portal2 did release the level editor after and if they hadn't it would probably have ruined the game. I even dare to say that I'd probably would've played maybe chapter one and two and then try out the editor. (there are 8 chapters)

abso-fucking-lutely; I was about to say exactly the same thing...

I have the opposite opinion.  When I first played Knytt Stories, I started playing around with the level editor right away, but of course that didn't cause me to stop playing the game itself.  If anything it just made the whole experience of the game feel more interactive and personal.  While playing the game and being amazed by what Nifflas had made, I could simultaneously be inspired about what kind of level I wanted to make.  Thinking about designing levels while playing a really well made level can only lead to people making better levels themselves.

As far as this game goes, I personally was hoping that the level editor would be released during the beta so that I could get a head start on making my level (which I've been planning in my head pretty much since this game was announced) before the actual release of the game.  It would be cool if soon after the release there were already people putting out good levels because they had some time to work on them before the release.

Of course, if Nifflas has more important things to work on up until the release, that's understandable.  But I disagree that he should deliberately avoid releasing the editor in advance for any other reason.

7
Pre-release topics / Re: Currencies?
« on: July 25, 2012, 01:50:06 »
I see.  So there's no chance of such a feature being added as something one could do through the level editor without scripting knowledge?

Unfortunately, I've never learned any kind of programming language in my life, and I feel like I'm too old to start.  :sad:  This is why I'll never be able to make games of my own, but only levels for other games.

8
Pre-release topics / Re: Currencies?
« on: July 23, 2012, 23:07:20 »
I have a question for Nifflas about the currency feature in this game.

I have plans for a level I want to make (assuming the game will still have a user-friendly level editor) and it involves having the player gather various perishable items (using the currency feature, so each type of item will simply be a customized currency.)  I know there was also talk earlier about perishable things like mushrooms and berries being good ideas for currencies.

So my question concerns whether it will be possible to make the currencies actually perishable in the game.  Say the player has ten of a certain type of berry, would it be possible for their number of that berry to decrease over time ("over time" could mean after moving through a certain number of screens) or to have their whole supply of that currency disappear if they have it too long (again, if they carry it through some number of screens)?  Also would it be possible to have one currency convert to another over time, so that if the player had some "unripe berries" they would eventually be replaced by the same number of "ripe berries" (and I guess likewise "ripe berries" could turn into "rotten berries" instead of just disappearing)?

Is this a feature that would be easy to add to the game?

9
Pre-release topics / Re: The amazing topic of profanity :)
« on: July 16, 2012, 09:42:39 »
How about playing around with the order of the letters, like "cucksocker" and "fothermucker"?

10
Oh man, for the past few months I've only been coming to the forum to see if Knyttwadf beta testing had started yet, but I've been forgetting to look in this subforum.  Then today I was wondering "I wonder what ever happened to Knyttlevels.com..." so I came here to see if there was any news--and I see that I have missed getting in on a beta test (or at least the first round) of this site I've been eagerly waiting for for so long!  :ohnoes:

If it's not too late to apply to test, here is my info:

I started playing Knytt Stories right around when it came out, and I made a few small levels and tilesets at the time, but I was too perfectionist about my bigger levels and never finished them.  But despite never finishing and releasing them, I've spent countless hours over the years working on levels and tilesets, as well as playing other people's levels.  I also collaborated on a level called Paradise Last, and later released my section separately as The Forgotten Tower (my best finished KS achievement.)  I made one of the earliest areas for Knytt Experiment.  And I've beta tested FiNCK and am signed up to beta test Knyttwadf (whenever that happens.)

Besides all that, I've just really been looking forward to Knyttlevels.com all along.  I've always wanted a site with features like a rating system and a favorites system so that I could keep track of which KS levels I've played, which ones I've overlooked (i.e. which ones I haven't played but other people have rated high), and which ones are my favorites.  As soon as I have access to this site (whether or not it's during beta testing) I know I will spend hours playing and re-playing KS levels as a result!

11
Pre-release topics / Re: Status \o/
« on: September 16, 2011, 07:21:42 »
If people are able to playtest the gameworld already, do you think beta testing will begin any time soon?

12
Pre-release topics / Re: Stereotype and NPC Contribution!
« on: August 10, 2011, 04:35:46 »
Though I'm not a published or "professional" writer, I have been privately pursuing writing for a long time, and have always scored very highly on writing tests and been told that I write well.  I would be happy to give input and feedback on the writing of the game.  Maybe that could be part of beta testing.

13
Pre-release topics / Re: Currencies?
« on: July 26, 2011, 00:34:57 »
I can't wait to also make up my own currencies in the level editor.  :)  I already have level design ideas that involve using the currencies function to have the player collect a certain amount of several different types of objects.

14
Here's a site where you could order one online, if it comes down to that:

http://www.americanheadhunters.com/reptiles.html

15
Pre-release topics / Re: Save points - reveal positions or not?
« on: July 20, 2011, 00:56:00 »
On the one hand, I think #2 is best.

On the other hand, since the game also has checkpoints, it seems kind of weird to let the player return to the same room after dying, but not let them return to where they were if they want to stop playing the game.  The main thing I would like about #2 is if there were no checkpoints, so it would be like there are consequences for dying, and the player is motivated to play more carefully.  But with the checkpoints, there are no consequences for dying anyway.  So it's like you're giving consequences just for quitting the game, which is kind of a weird thing to have consequences for.

So, ideally I would say go with #2 and also not even have checkpoints.  But even with the checkpoints I think I slightly prefer #2, but it isn't as big a difference.

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