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Messages - RichardJ

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1
reviews are evaluations, my posts are merely descriptions except for "good" in post titles

the question is odd: how would i compare existing Snow Machine and potential "Snow Machine + challenge"? there are many ways to "add challenge" to it, some of them might distract from the scenery or delay the player's progress enough to break the pacing, some of them would turn it into a pretty obstacle course, i don't know. that said, i've never thought "oh man, i wish i could die here" while playing a good environmental level
Sorry, I meant 'review' in the sense of a collection of things being shown. I don't intend to go back and 'add challenge' to Snow Machine (or to A Lovely Day for a Picnic), I'm happy with how both of those levels turned out. What I was trying to get at in the question is, is there a general consensus that a pretty level with challenges (i.e. jumping exercises and enemy avoidance) would be preferable to a pretty level without challenges (such as my two previous levels)?

I don't think challenge is really necessary for an enjoyable Knytt level. It's more of a personal preference, and there's plenty of people who play Knytt Stories who prefer easier games. (Remember The League of Crap Players?) If you think the level would honestly benefit from having some challenge in it, that's fine, but you shouldn't feel obligated to make all of your levels one way or the other.
Thanks. What I may end up doing is making a level with some challenge aspects in order to see how I like it, if I'm good at it, etc., before starting on my 'next level' mentioned above (besides, that's only a cloud of vague, blurry concepts in my head so far).

2
Apologies for bumping my own thread, but I couldn't think of anywhere appropriate for my question: Do you guys think my levels would be more enjoyable if they had an element of challenge? I've been having ideas about my next level, and when ortoslon posted 'Snow Machine' on his latest TIGSource review, he described it as 'devoid of challenge'. Obviously this is an accurate description, but it got me thinking about the above question. What do you guys think?

3
I liked this level, the complete dichotomy between the two areas was well done (the music being a big part of that for me). I had a lot of trouble on one screen in particular,
Spoiler: (click to show/hide)
As for the philosophy of the story,
Spoiler: (click to show/hide)

4
(no)
I had fun playing this level. Some of the challenges took quite a few tries but the save points were never so far apart as to make it a chore. I happily played through again today and chose the other ending -
Spoiler: (click to show/hide)

Also, it was fun hearing chiptunes, although like ortoslon I felt they didn't fit the areas they were used in.

5
This was absolutely fantastic. The design, the visuals, the music, and the story were all great in their own way, and came together even better than Voltron. I've still not been back and tried to find all the secret areas, but I definitely will soon.

6
Knytt Stories Level Releases / Re: White City [Environmental]
« on: January 10, 2012, 16:09:32 »
I enjoyed this level a lot. The music was lovely and fit the ethereal nature of the world very well (except for the abrupt cutoffs every now and then). I thought the design was very good too - it felt so non-linear, but then I realised a lot of thought must have gone into it to guide the player towards powerups.
The only thing I didn't like so much was
Spoiler: (click to show/hide)

7
Wow. This had some of the nicest transitions ever -
Spoiler: (click to show/hide)
. I'd love to see a larger level (i.e. with larger areas) in this style. Also, awesome KS humor (tm) and a perfect ending. Thank you for making this!

Spoiler: (click to show/hide)

Thanks! Making this level improved my confidence working with the editor and designing KS levels, and I even tried to include options for possible future stories in this one (it's set in the same world as my first level, 'A lovely day for a picnic', and I hope to use the same world for any future levels I make), so watch this space!

Regarding your 'nitpicking': (:P)
Spoiler: (click to show/hide)

As for the ending, that's Sergio's work. I simply had Juni returning home, but after I sent it to him he'd added the extra screen, which I agree is perfect (and includes his
Spoiler: (click to show/hide)

playthrough
Cool, thanks! It's interesting to see that you played through it in much the same way as I did when testing it - jumping to bypass the terrain. I'll keep that in mind when designing future levels, though I don't think it'll have much effect on my design since the terrain is mostly there for visual effect rather than as an obstacle.
By the way, how did you get my full name to credit me on your video?

8
Nice, i like the smooth transitions/overlaps of tilesets, and the fact that every area
Spoiler: (click to show/hide)
Thanks, using smooth transitions to give the impression of a real world was something I tried hard to do, while using tilesets that
Spoiler: (click to show/hide)

Spoiler: (click to show/hide)
Spoiler: (click to show/hide)

9
Knytt Stories Level Releases / [small/easy/environmental] Snow Machine
« on: December 24, 2011, 14:06:35 »
Snow Machine is a small holiday-themed Knytt Story I've put together in the past week or so. Special thanks go to beta-tester sergiocornaga for his error-checking and input. I hope you all enjoy it!
Spoiler: Screenshots (click to show/hide)

Download - http://www.knyttlevels.com/levels/RichardJ%20-%20Snow%20Machine.knytt.bin

10
So far I've only played 'parkour' and 'columns'. I love it when people use photographic tilesets and backgrounds, so mostly I just stood around in 'columns'. I also really like your sparse, minimal tileset in 'parkour'. Maybe I'll get to some more of these later! Or maybe I'll take your advice and not do that. :P

11
Knytt Stories Level Releases / Re: escape from dark castle finished
« on: December 10, 2011, 14:31:21 »
Sorry to be so harsh in saying this, but: This is not a finished level. Maybe you don't have time to work on it anymore, but that doesn't mean it's finished. There are too many void screens, wallswims, and design issues as mentioned above (for a look at common problems in level design, dessgeega's latest release is really good). You do handle the shifts-bringing-new-landscape bit really well, so you clearly know your way around the editor, so maybe you just didn't have the time to test this out properly (which is a great reason to ask other people to test your level).
Please don't think this is a personal attack; I think it's great that people like you are still keen to make KS levels, you just need a bit more practice and hopefully constructive criticism will help.

12
Knytt Stories Level Releases / Re: [Hard/Challenge/Small] Water Walk
« on: November 24, 2011, 19:04:01 »
I enjoyed this very much - it gave a fresh approach to playing the game, and as such made it all the more a challenge. Normally I'm a sucker for music, but the quiet ambiance of the water suited the uniform backgrounds and way of playing really well. Thanks!

13
I noticed a couple of errors - one, after
Spoiler: (click to show/hide)
, the first sign you come across is blank. Second, a really weird one, I'm not sure what happened because I'm not great with the level editor, but
Spoiler: (click to show/hide)
Don't know what's going on there.
Aside from these issues, the areas look quite nice, and
Spoiler: (click to show/hide)
made me laugh. Music and/or ambiance would have been nice, but I guess if you only took a couple of nights you didn't have time.

14
I really enjoyed this level, but I never got a sense of claustrophobia - only of desolation. By the way, the music was amazing - which track was it that you used in the intro?

15
I had to cheat my way to the end - I made it through all the screens, just not in one go. Also, I got kind of sick of the music after a while so I had to mute it...
My favourite part is the very start because it looks like a birth canal.

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