Nifflas' Support Forum
Level Editing Support => Knytt Stories Level Editing Support => Topic started by: Hmpf on June 22, 2009, 20:28:12
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Hi there,
I'm new, will introduce myself properly soon (and post a Big Post of Thanks to all the brilliant level designers and tileset designers here, first and foremost Nifflas, of course; you saved my sanity during the process of finishing uni), but I'm posting from work today with little time and an urgent question, so, without further ado:
When you build a simple 'stair', i.e., just place tiles in an ascending diagonal so that Juni can jump up from tile to tile even when she doesn't have a highjump and/or double-jump upgrade [ETA: nor the climb upgrade] yet, and you build this stair to reach into an upper screen from a lower one - is there a known bug or something that causes a practically inescapable wallswim when you (try to) pass from the lower screen to the upper screen by hopping on the next block/tile? Or am I doing something wrong? Because every time I try to build such a stair, I get a wallswim. And I'd really like upgrade-less Juni to be able to reach an 'upper floor'... (Of course, I could always do it via a shift, but that's kind of... inelegant...)
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What happens is there's a stair tile on the lower screen that isn't in the same position on the other. Unfortunately, to go up a screen, you need high jump, climb, double jump, or a shift.
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Okay. *sad*
Well, then, the first part of my level will have to take place on just one 'floor' then. Or I could just give Juni the climb or jump upgrade somewhere earlier. Hmm. Things to ponder...
Thanks for the swift reply!
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I would like to add - even though I'm going to do a proper 'Thanks' post later - @Nifflas, in case you're lurking: I think the KS editor is one of the greatest toys I ever had the pleasure to discover. It gives me the kind of joy Lego and comparable toys gave me as a kid, only kind of magnified by the power of ten or so. I anticipate years of fun! Thank you!
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Can't you make "half" tiles?
...see the attachment for a very quick test. the rightmost block is then combined of a half one at the top of the 24*"24 grid and a half one at the bottom of one of the 24*24 grid tiles on the next screen, which prevents wallswim, as far as I can see. (sorry, garbled explanation)
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I can't, for the moment, make tiles myself. No graphics program, no experience with making digital graphics, and, to top it off, no internet access except at work. This latter situation will soon change, though. And I suppose I *could* manage to hack a tile in two on my proper computer once I have access to it again...)
But, it would mean changing the - downloaded, public - tileset(s) I'm using... I'm not sure if that would be okay?
Also... would this really change anything about the problem of jumping across the screen border?
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Okay, I'll take your word for it preventing the wallswim. Sorry, didn't read properly at first - as I said, I'm at work and in a hurry. In fact, I have to leave now, but thanks for all the suggestions so far... I'll definitely experiment with the half-tile thing when I'm back on my 'real' computer...
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Paula's suggestion will work indeed. For another way to do this, see my level LPChip - Learning to Jump, which has the same disability, but I cover with it using diagonal slopes placed in such way that you won't get a wallswim.
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you can also use diagonal tiles to make a diagonal slope (LPChip, sorry if this is what you meant). most tilesets don't have those, but you can use the diagonal tiles in bank 17, invisible.
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you can also use diagonal tiles to make a diagonal slope (LPChip, sorry if this is what you meant). most tilesets don't have those, but you can use the diagonal tiles in bank 17, invisible.
Diagonals have a wallswim issue as well; when you pass into a room from a diagonal and onto another one, you get stuck in a wall. Or at least it did that for me when I tried it in one of my levels.
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That's like this:
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LPchip meant:
/
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That's like this:
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LPchip meant:
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(http://www.freeimagehosting.net/uploads/e0fb4fd280.gif) Ooh, sorry. My bad.
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Indeed. you can even have this:
| _____
__|_____/_____
|_ |______
____|
(the gray line is where the screen ends.)
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You could also use a Spring object; it's not really an elegant way, but at least you don't need specific tiles.
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another thing that works is just a one pixel tall "line" that gos horizontally so that you can still jump onto the block but without the wallswim example:
====
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__|
_____|
Where there are two lines thats where the sreen ends on the top screen you put the one pixel line and on the bottom you put the regular corner tile
Hope i helped :P2
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Usually that's done with grass.
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That would work, but wouldn't the player get confused that he/she is standing on something invisible? (Or nearly invisible)
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You people are stealing my answers :sad:
So anyways! You can add something shiny or a glowing object that will get the players attention so that they will know they are standing on an object.
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That would work, but wouldn't the player get confused that he/she is standing on something invisible? (Or nearly invisible)
I dont think so... when they are supoused to being in the tile of a screen down C)p
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I dont think so... when they are supoused to being in the tile of a screen down C)p
I think you accidentally the middle of that sentence. :P
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Wow, you guys are awesome. Lots of stuff to try here. I think I like the one-pixel line thing best, because it would interfere the least with the look of the screen as I've planned it, but there's one crucial problem with that one: I'm already using two tilesets in that screen, and neither of them has a one-pixel line. So I'd either have to let one of the tilesets go and replace it with one that has a line like that, which would be painful - I'm a compulsive tileset combiner ;-) - or alter one of them to include the line... Hmm...
[Five days to go to my very last exam; after that, I'll be back at my proper computer, and also, officially jobless - so there should be plenty of time for level building... At least for a while. *g*]
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Either tileset have slopes or grass?
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Nope, they're both brick-based, city-type tilesets. But I've found a workaround: I'm putting the 'staircases' on an extra screen, and am making them from only one of the two tilesets so I can use one of the two-layer ground construction tilesets for the one-pixel line as the second set of the screen. I've already tried, yesterday, and it worked. :-) (I should probably post screenshots sometime, shouldn't I? ;-) I will, when I'm back at my own computer next week. I can't upload stuff to my webspace from work.)
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If you're still not satisfied, you could always build an elevator principle using shifts. You create a place that looks different, and upon touching it (or using the activator (default)) you teleport to the new location one screen above.
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if they're nifflas's tilesets you can modify them (he said you can as long as you credit him as the original author) and just put in a line in an unused tile XD although most are done with transparency i believe but its not hard to add a little line in gimp :P2
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If it weren't for the two tilesets on one screen, default tileset 187(?) works wonders.
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Actually, I got a sight of "stairs" in the level "Secretary for a Day" by SamiH. 8)
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Which method?
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Which method?
it's hard to explain without playing the level, but...it has some issues.
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Almost exact same bug, but on smaller scale..