Nifflas' Support Forum
Level Editing Support => Knytt Stories Level Editing Support => Topic started by: grimwit on April 22, 2009, 19:15:53
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Okay, I'm new to these forums, but I have found no topic covering this.
I've started on a world called Sarah, but I've started to realize the project is going to take quite a few rooms. Like...Gaia Big.
So, I'm wondering, now, as to the limits of Knytt Stories. How many rooms should I be trying to fit the world into? I'm not even a quarter done, and I'm at 100 rooms.
O_O Should I be worried?
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There are (in practice) no limits. Knytt Stories only loads one screen at a time, rather than loading the whole world at once, so actual size in terms of screens is irrelevant. Gaia (currently the biggest level released) has about 1,100 screens. You should be fine.
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There are (in practice) no limits. Knytt Stories only loads one screen at a time, rather than loading the whole world at once, so actual size in terms of screens is irrelevant. Gaia (currently the biggest level released) has about 1,100 screens. You should be fine.
I thought Teenhmifnoeafgil was bigger. :O
Also, yeah. 100 isn't even remotely close to big. <_<
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Oh, thank God. I was oddly worried that my project was too big.
but, if 1,000 is big, then I shouldn't have to be worried. I'll probably just hit that by the time I'm done.
^_^ Thanks, all.
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Oh, thank God.
You're welcome! :D
...I mean.
^_^ Thanks, all.
You're welcome! >.>;
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I thought Teenhmifnoeafgil was bigger. :O
...yeah it's 120 screens bigger.
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I thought Teenhmifnoeafgil was bigger. :O
...yeah it's 120 screens bigger.
Where do i download that level? :O
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Here. (http://www.mediafire.com/?fnlyogu0mim) (I'd link to the old forum topic, but it's against the rules.)
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As to make it even more understandable, the game works as follows:
You navigate to a screen that you want to make content in. This screen is adressed by its x and y value. The default screen you get when you start a new room is located at x1000y1000. This is already quite something. Its not x0y0. So you can go 1000 screens up and left from that location if you wanted to. This alone, 1000x1000 are 1.000.000 screens. Now obviously, you can also go all the way to x9999y9999, but as Nifflas pointed out, you can go higher too.
So lets assume that x9999y9999 would be the highest screen number, and x0y0 would be the lowest. you would have 10.000 screens on both axis, giving 100.000.000 screens.
The game was made in such way that you shouldn't be facing any limitations in what you can do as in extending your work. The only limitations that I can think of are the fact that you can only have 2 tilesets on one screen, but that also isn't really that much limiting either. I usually only need one tileset in the full extend, and some tiles from a second tileset.
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Actually, you can go negative.
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Actually, you can go negative.
See? Even if you set the limitations in my post (which was an example) you already get way more screens than you need, but thats still not the limit. :)
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Maybe it was something else, I'm not sure, but once when I was working on a level and using the negative numbered screens, strange things kept happening with the shifts (they'd turn into different shifts after being edited, I think) and I wondered if there was something wrong with using negative numbers.
If not, it was probably just the composer thing.
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Were you using absolute target?
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Were you using absolute target?
If you're asking me, I don't know. I have not heard of this.
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Were you using absolute target?
If you're asking me, I don't know. I have not heard of this.
Rather than having relative position coordinates (-1, -2, 1, 2, etc.) you could define exactly where you want the player to go when the shift is hit. So multiple instances of a shift take the player to the same spot.
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Were you using absolute target?
If you're asking me, I don't know. I have not heard of this.
Rather than having relative position coordinates (-1, -2, 1, 2, etc.) you could define exactly where you want the player to go when the shift is hit. So multiple instances of a shift take the player to the same spot.
Oh.
I was talking about actual screens, not shifts. You start off at screen 1000, 1000.
An example of a screen using negative numbers could be -138, -27.
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S/he was explaining what "absolutetarget(a)=true" was.
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S/he
Kasran = he.
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All very valuable information, but I think I get the gist.
O_O Now my only worry is exceeding a polite size for the game. I've just started on the second section (^_^ Pirates, yay!) and I'm at 2 megs compressed...This is gonna be big'ish.
Not that I care, it'll just be harder to upload once it's finished.
BTW, is there a clever way to count the number of rooms you've finished without hand counting them. I'm over 200 right now, and it's boring going 1,2,3,4...etc.
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The Level Composer (http://nifflas.ni2.se/forum/index.php?topic=165.0) counts screens.
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...and on size issues, I was under the impression that it's mostly relatively high-quality music that bloats filesize, or really many bloated gradients/tilesets/cutscenes. To keep a "polite size" (X)), that would mean to reduce music quality or offer that as a separate download, in the very most cases. I think there's more discussion about that on the forum already, that might be findable with the [search]. I am not completely sure, though.