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Messages - AhhCobras

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Knytt Stories Level Previews / Re: Knytt Cave Stories
« on: July 30, 2009, 13:57:18 »
So, no?

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Knytt Stories - Custom Content / Re: transparent tilesets
« on: July 27, 2009, 21:15:40 »
Easier to use eraser with partial opacity, or paintbrush/pencil tool to draw at partial opacity first.

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Actually, i think EarthBound has already ended work on this series :sad: but it was a good level

NOOOOOOOOOO!!!! I just got it, it looks/sounds so amazing! The girl, Aiden?, is kind of off-putting in the cutscenes though. Doesn't really fit the rest of the art, but everything else so far looks awesome.

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Knytt Stories Level Editing Support / Re: Fish obedience?
« on: July 24, 2009, 23:26:04 »
Thanks for this topic, I was wondering about this too. Just took them out since I couldn't find any way to stop it, or animals from wandering off.

BTW, fishes is plural when speaking of more than one species of fish, I think there's a couple different ones.  ;)

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Knytt Stories Level Previews / Re: Knytt Cave Stories
« on: July 24, 2009, 12:55:00 »
So you guys think it should be used for an original, non-environmental style level, or the graphics just don't fit enough that it will never look right?

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Knytt Stories Level Previews / Re: Knytt Cave Stories
« on: July 18, 2009, 10:23:34 »
I guess it's the same reason that people make Zelda tilesets, or La Mulana. Well it's a way for me to get some practice using the KS editor for one, and as I said in the beginning I want to hype up the eventual Wiiware release of Cave Story. I doubt there are many people who don't know about CS, but if any I hope this will make them seek it out as well. Also it isn't only a direct copy, a lot of areas will have to be tweaked quite a bit because of the lack of a scrolling screen. Also, I think I mentioned before that I will put a few hidden extra levels in for those of you who need challenging jumping puzzles and such things. Though I agree the graphics don't fit well together, but not much I can do to change that.

oh also custom objects are a MUST for this level
Indeed.

You mean for enemies? or what? I did make CO's out of a few things, but just so they would show in the foreground, in front of Juni. The music is from the original soundtrack, so most places should have the same feel from CS. As far as tilesets, if you really like them, go ahead and use them (just copy them out of the level folder) as long as you 1. leave the credit at the bottom alone (unless you modify the tileset, then you can cram your name in there somewhere :P) and 2. declare publicly how awesome Cave Story truly is!  ;)

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Knytt Stories Level Previews / Re: Knytt Cave Stories
« on: July 17, 2009, 19:51:11 »
Ok, I've been working hard on this thing for a while and think I have something that's starting to resemble a game. But now, I need your help! Please test and give me some feedback, there are three areas right now; the very small first cave, Mimiga Village and it's surroundings, and the Egg Corridor. All are finished and playable. Enemies are sparse but present in any place the original game had them. This is one thing I need feedback concerning, another is the difficulty. I planned to make it more an environmental, so don't really want to many discouraging jumps and such, but also don't want to bore you guys ( I know some of you are hardcore :P) One thing I plan to counter that with is a few secret areas, which will add a challenge for those who want it but will not be necessary to see the full game. They will be hidden in a somewhat.. unorthodox manner  :shifty:.. One last thing, after compressing the game I realized I had left out the win tile, so there is really no ending right now. The egg corridor is the last place, so once you've been through there you have pretty much seen it all. I leave you with a few new screenshots, and a plea to play through and let me know what you think. Also *duh* a link to the download, almost forgot that bit :sigh: http://www.box.net/shared/rl9e6864fo

Thanks for your help! Bye!







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That I did not know, still it's the unflagged warp that's giving me trouble. In any case I just went ahead and made a copy of the room 2 and stuck it next to 3. If I can figure it out in the future I might come back and mess around with it a little, but apparently they just don't like me.  :sad:
But it's not worth  obsessing over, I've got lots more of this level to put together. Thanks for all the help though  :^^:

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Maybe I'm just not using the warp correctly? I looked at a couple other levels, and was pretty sure this is how it works. But is this correct:
-A flag warp will only activate if the flag is set, otherwise the room scrolls regularly
-only the direction you want to warp from will matter, in other words, say the room has exits on top, left and right. The warp should activate for the right exit, so you don't have to set anything for the up, and left warps.

Regarding AA's post:
I tried to set the numbers the way the map is actually laid out. So rooms 1 and 2 are next to each other, room 3 is right under 2, and under 1 is another part of the map. You would enter originally from 2 and proceed to 1 (the flag warp in 2 should not yet be active), once activating the shift you end up in 3. 3 is the same room as 2, just the shift tile is removed this way if you try to activate the cutscene again, nothing will happen. Upon leaving 3, you should shift upwards to 2, now with a flag active. If you so choose to move from 2 to 1, the warp should send you down to 3 ( so the shift tile cannot be activated again) and the warp from 3 should send you back up to 2, essentially cutting 1 out entirely. So, you should play like this;
[1] - [2]   
[e] - [3]
 *enter [2], walk left to [1]*  *activate cutscene [1] and shift to [3]*  *from [3] warp right Y-1 (normal) [2]* *from [2] either, shift out normally through door, or warp left Y+1 (flagged)* Then 2 and 3 should be connected as if they were 1 and 2.

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@LP, yes, the save thing was my first hurdle X-P. Luckily there are a few posts about cutscene problems I was able to check.

@uther, I think that's pretty close to what I'm trying to do.

The only difference is, the cutscene shift works fine (it drops me in the target room like it should)
The diagram sort-of thing there is almost just what I'm trying to do. In more detail it's like this

[ 1 ] - [ 2 ]  =room 1 is the shift/scene room, 2 is just the entrance to it and contains the flagged warp

[empty] - [ 3 ] = room 3 is a copy of room 2 w/o the shift, this is simply so the cutscene and save are not repeatable. It also contains a normal, i.e. non-flagged warp back to room 2.

So the real thing is, I haven't even tested the flag warp, because I can't reach that room (2) with a flag activated. The normal warp from room 3 will work only when I start there, not when I have used the shift/cutscene to get there. So, if that's not even more confusing, congratulations! you deserve a medal for ultra-comprehension!  :hiddenstar: Seriously, thanks for attempting to ungarble this mess. I'm gonna see what I can do with it, and then just move on to finishing up some other parts of the level. Thanks guys!

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Well, the thing that's weird is, the warp in the room the cutscene moves you to doesn't have a flag. Or do you mean it automatically puts a flag on it? It's a whole different room that has a flag warp, but I can't even get there because this warp won't work after the cutscene  >(.

I may have to give in and just let the cutscene be played over if the shift is activated again, it seems to complicated for some reason.

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Since it was left open, I'll post my problem here rather than start a new thread. The problem I'm having is getting my warps to react to flags. I have a flag activated by a cutscene, then a warp from that room. In the editor, the warp works fine if I test starting in that room, but if I start from the shift/cutscene, it throws me to a different screen. Another warp that should bring me back to the post-cutscene room seems to not work at all.

BTW, I have watched the tutorial videos, read the editor guide, looked through other warp-related posts, and messed around with it as much as I could. Also, I saw the thing about the negative Y bug, but I have gotten that to work and I don't really want to mess with the world settings unless that's the only way.

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Knytt Stories Level Previews / Re: Knytt Cave Stories
« on: June 27, 2009, 22:25:42 »
No, when I first signed up it asked me to add e-mails for who I wanted to be able to view my documents. So if I made a file on there public, I should be able to just post a link which will connect to it without giving someone permission? Probably I'm just thinking too much into it, I'll try to post a link when I get enough done to warrant a test. Having warp issues right now.

P.S. Thanks again :)

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Knytt Stories Level Previews / Re: Knytt Cave Stories
« on: June 27, 2009, 18:39:14 »
Allright, thanks I'll try that. It will let people download from there without being added as contacts though right?

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Knytt Stories Level Previews / Re: Knytt Cave Stories
« on: June 26, 2009, 20:10:02 »
So most of the area around Mimiga village is done, but I was wondering, is there another place I can upload the level for testing temporarily? I don't think there's a way to delete the levels from the level archive, and I don't want to fill it up with three or four different beta versions of the level. And on the subject, would anyone like to test it for me?  :)

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