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Messages - egomassive

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1
Nifflas' Sources / Re: egomassive's Knytt Stories Plus mod
« on: January 26, 2023, 18:58:47 »
@Wibi: You're suggestion for artifact help dialogue will be implemented. About spawning collision objects off-screen, there is nothing in the trigger spawn code to prevent it, but most objects are set to be destroyed if "too far from frame." It's a native parameter to MMF2, so I have no idea what's considered "too far." Looking through the solid objects I didn't find any without that option enabled.

2
That was nice. The big view lowers the difficulty a lot.

I didn't notice any rendering issues myself. COs don't always finish loading on the first pass. The inconsistency depends largely on how windows forces this 50 fps game to v-sync at 60 fps. It gets worse the more COs are on screen and the older your PC is.

3
There's a lot of fun features in this level. Many customized NPCs and an especially charming custom song. I certainly will never go to Vleindergurk.

4
I put up a copy for you: egomassive.com/nifflas/Kira-NotPoeticAtAll.knytt.bin

I don't know if it's the latest version. I just compressed what was in my level folder.

5
Knytt Stories / Re: How I met Juni
« on: November 07, 2022, 16:10:53 »
Nice story, thanks for sharing. Better yet, thanks for sharing your knytt story. (For my part in it, you're welcome.)

I found all things Nifflas in a blog listing the 100 best free indie games, circa 2008. I worked on A Knytt In Time for about a year before joining the forum to release it.

6
I've played two so far, Avoid the Evil and Spider. They're harsh, the visuals, the audio, the gameplay, the rhetoric. It's like playing with a cactus. AtE evolved in the latter half into something much more playable and the quiz was neat. I'll certainly give the other levels a go.

7
I missed this one before. It's pretty good and the graphics are attractive. I especially like the middle part. The inhabitants and the things they say add a bit of substance to a world that is otherwise inexplicable.

I wasn't trying to bug test but I did encounter a wall-swim. Entering x1026y985 from the right can catch you in the grass.

8
Nifflas' Sources / Re: egomassive's Knytt Stories Plus mod
« on: September 23, 2022, 00:17:54 »
I saw those come up in the discussion. They're not compatible with the OCO system as it is. I have been looking at the main instruction set for OCO rendering and I'm not entirely happy with it. So, I'll keep them in mind if I do make changes there.

9
Nifflas' Sources / Re: egomassive's Knytt Stories Plus mod
« on: September 22, 2022, 06:24:06 »
Huh. But then why do custom 4:18 and 14:21-24 blink correctly? This issue only affects their golden variants and the absurd spikers.

Ha! I just looked into the static spiker code (AKA: the Toast). I had already found a solution to the blinking issue. I completely forgot. I just need to implement it in the other faulty custom blinkers.

I've already tried my new ideas to solve left-alignment and left-facing issues. I'm happy to report they both work perfectly. I just need to go around and implement them. For left-alignment I've focused on the ones that change direction, e.g. 4:3, since they can't be fixed in the templates. Eventually, I should fix them all though. I'm keeping a list of every object I tweak.

10
Nifflas' Sources / Re: egomassive's Knytt Stories Plus mod
« on: September 21, 2022, 15:51:04 »
You two have been busy. I just spent hours checking up on all these reports and fixing most of them as I went. Some of these things may not be fixable though...

The "Gustav Issue" was a thorn in my side from the beginning of OCO's. It's a mess, but I thought of a new approach that could get me away from one size fits all solutions.

For object that flip when they shouldn't, I'm not sure of there's anyway to fix that, especially if a creature flips for some animations and not others. The OCO has to check up on its partner to mimic them. Unfortunately, objects can report they're facing left even when they don't have a left-facing animation.

The non-blinking (and constant gleaming) are because the OCO changes its animation when its invisible partner does. Blinking is usually the "stopped" animation starting over. All the OCO sees is that the "stopped" animation is still playing.

Anyway, thank you both for putting so much effort into making this mod better. It has been suggested that the remake of the machine might come out in a month, so I need to give that my priority right now. I'll probably hammer this out by November.

@GrayFace: Copy any feature of KS+ you want. I like KS Ex. I think it's the better mod. And if you implement every feature KS+ has and release that editor you've promised, then I can stop maintaining my mod.

11
This is spectacular! I'll definitely host this with credit to you, Lit Knob. Templates have been a loose end in the back of my mind for years, and now it's not. So, thank you!

*gives a star*

12
Nifflas' Sources / Re: egomassive's Knytt Stories Plus mod
« on: March 29, 2022, 11:56:07 »
Logically, they aren't all real objects. The deadly objects and the blockers; Juni blocker, creature blocker, bird/fish blocker; those are objects. The collision objects, white shapes with diagonal lines through them, they actually draw a faint blue into the collision layer just like a layer 3 tile. The ghost path object is similar in that it erases the collision mask beneath it.

13
Nifflas' Sources / Re: egomassive's Knytt Stories Plus mod
« on: March 08, 2022, 16:00:53 »
It looks like the F1 descriptions of the On and Off settings (in the Shift tab) are swapped
So they are. This isn't a big enough mistake to release a new editor, but I'll correct it for when there is. *a star to you*

14
Nifflas' Sources / Re: egomassive's Knytt Stories Plus mod
« on: February 25, 2022, 07:15:47 »
You are correct. Internally there's a mixed bag of enumeration from 0 and 1. Native animations start with 1, but the custom animation program extension starts at 0. Anyway, I'll have the correction in the next update. I checked the rest of the decorations and didn't see any mistakes.

15
Was this the level where the Area Ambiance bug showed itself? I could hurry up and roll out the next version of KS+ if it is.

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