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Messages - Jigganis

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Knytt Stories Level Releases / Re: [Easy/Environmental] splitMind
« on: August 23, 2010, 02:48:10 »
Hey you two! Yohji and Headgrinder! I love the fact that you guys are willing to get into this pretentious literary stuff. I say that in all seriousness. I recognize the possibility that we could get into some stupid egoistic "my literature you-know-what is bigger than yours!" and so on... Yes, I get that could happen. If we try to communicate about this sort of thing, it's not liable to be wholly pure and useful discussion. However, I think some really interesting conversation about art and about how to convey meaning is possible here--where good and useful things could happen--and I'm game for returning to this topic again and again to talk about that if you guys are. I have quite a few things I think would be interesting to throw out there about how I reacted to your individual commentaries. Later, I'll try to find the time to type them out, as I want to see your further comments. And yes, for Christ's sake! Let's bring Leopold Bloom in here!



One quick further idea along that vein, then: what if the level is not supposedto be a fully immersive story-like experience (say, a Great Expectations or a Catcher in the Rye? What if it's not one of those experiences where you suspend disbelief and actively believe it's a real world? But more like an interactive art piece in a museum where the viewer is largely aware of their own participation and the author's presence in the work? Could that change how you see what I did? (Though, to claim that was always my intent would be to lie and say I wasn't at one point intending for this to resemble one of those classical works that're all immersive. If I said I didn't want the world I created in there to feel like a world, that would be a further lie.)

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Knytt Stories Level Releases / Re: [Easy/Environmental] splitMind
« on: August 22, 2010, 21:00:04 »
Yes and yes. (Although I'm not sure why the confusion issue no longer existed - it could be that the structure of the world works better now in the finished state, or it could be that I simply got used to the world while playing the preview version. I guess when more people respond we'll know how typical my initial reaction is.)

Do you have more KS levels planned? Because I'm kind of hooked now  :oops:

I admit that as far as the question "did the psyche thing work well for you in play" I was hoping for an expanded answer detailing whether or not you felt the game design choices (level design specifically, here, layout and variety, etc) explained and narrated a non-redundant theme of sorts.

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Knytt Stories Level Releases / Re: [Easy/Environmental] splitMind
« on: August 22, 2010, 20:14:05 »
@Headgrinder: Gave you a bit of a response by PM, for one, in the form of this: http://catandgirl.com/?p=2035. I think I fixed that glitch in the very next version. The link should be to that one, now.

@Yohji: Did my psyche thing seem to work well for you in play? Also wondering if the confusion issue was cleared up.


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First, let me say that I think the "The Mountain" scene by Dynamite is spectacular. Pretty much flawless in its execution and color design (really, just superb usage of that purple "after the machine turns off" tileset with a great looking vivid sunset background), although I think the trees don't really mesh quite as well. That's the kind of usage of an old tileset that I really feel like I should've come up with, and am sad I didn't.


Second, I downloaded this level specifically for HeadGrinder's section, and here's a few comments for him, as a kind of reciprocity for what he did for me:

The black lines around most of the objects in the tileset are rather jarring (maybe make them less noticeable?) As are the textures in the stones (the light-colored ones, especially, though the purple ones might could use a bit of work, too, in order to give them the professional looking texture of Nifflas' tiles). And while I found the stones to be quite appealing when big and rounded, the white ones again look a bit odd to me when squeezed into tight, angular forms. That might be personal preference. Also, of course, the stones are not easy to traverse in a game built for very geometric ground formations. Completely understandable, of course; a design decision one has to make, likely. I'm also wondering if a differently-colored and or shaded background might look better against the purple stones.

Other than that, though, I say very nice effort which pays off pretty darn well. I think the fuzzy, cloud-like, largely-border-less organic formations (with the flowers on top) are very cool and do look great. As a main contrasting element to the purple stones, they work fantastically. They might look greater in conjunction with some slightly altered purple tiles, as I said.

P.S. I know the bulk of the criticism reflects badly, but don't let that make you think I don't like the tileset.

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Knytt Stories Level Releases / [Easy/Environmental] splitMind
« on: August 22, 2010, 05:30:26 »
http://knyttlevels.com/levels/Jigganis%20-%20splitMindv1.1.knytt.bin

A short level; anyone will probably explore everything there is to explore in under half an hour. I give your average player 15 minutes. No significant challenges of any sort, just environment that I believe is very easy and intuitive to traverse, and a bit of philosophy here and there. I'll let the screenshots speak for themselves, now:

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I have some questions (and a couple comments here and there) for you three who've answered so far, because I think some of these answers could provoke some interesting conversations useful for me (since obviously I care about my own work), if not all involved parties;

Hmpf: Thanks for the praise--though like everyone else I tell myself not to be prideful and whatnot when someone compliments me on my work, I can't seem to help it here. Thanks for the ego boost, anyway. Trying to reuse old tilesets in interesting ways is what I was going for, indeed, and I'm glad that, for someone whose repertoire includes Falling Water, it seems worthwhile.


Yohji: Whoops, I forgot to mention that the level is incomplete to the point that there are some obvious voids and warps that haven't been fixed up yet. That'll be fixed later, once it's done. Again, glad to hear that you thought it was stunning and well done authentic landscape work (makes me sound like a gardener!), and of course I love you for all that. Thank you.
     But I'm more interested in your criticisms, to be sure--I was going for a very Shadow of the Colossus-y vibe here, with very few animals very far and few between... but I may add some more to the green area and take your advice, there.
     And about the incongruous background/foreground elements; do they distract you so much that the level doesn't feel like a "place" so much as a construct? That would suck for me. I'm hoping they're something only mildly noticeable, like the rather geometric nature of the cloud formations in the regular levels.
     I was much more disappointed that you felt lost, though; really? I mean, if you really just felt like you didn't know or care where new stuff to see was, then that's certainly an issue. But I wasn't really sure when making this level that that's what I wanted. I decided that I'd make the bottom of the world blend into the top, knowingly giving the audience a chance to get completely off the "track," ruining linearity, too. Here's a couple questions, then, with that insight: If you knew there was no real need or point to progressing in any particular way, would you care if it was maze-like in the way you describe? Would you care if you got lost? If you answer no to both those questions, then still, I do care, at the very least, that you don't feel uninterested if you get off the path you were on; did that happen?


Salmoneous: Again, the SOTC look is what I was going for, here. It's not really supposed to look all that complex and beautiful, any small part of it. It's, in fact, supposed to look somewhat barren.


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Other Free Games / Re: [Horror/Action] Au Sable
« on: May 27, 2010, 22:20:36 »
Really? I was able to beat the thing with a dang laptop mouse...

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Other Free Games / Re: [Horror/Action] Au Sable
« on: May 27, 2010, 21:45:37 »
okay, played a bit now.

I am a person who don't get scared easliy and this
Spoiler: (click to show/hide)
It's very nice graphics and atmosphere, the music is good.

But the controls are bad. The shooting is just horrible, can't aim and no way to change it. Also, when I pressed esc, tgo see if there was any way to do so the game quit and didn't save, there doesn't even seem to be a way to save the game.

Didn't you see the readme? It has directions on saving and on the crosshair thing:
"Having a hard time aiming your gun?  The lack of a cross hair was meant to convey the character's unfamiliarity with weapons.  But if you really really miss it, just press the backspace key."
"*F5 Will quick-save your status
*F8 Will Load your last save state"

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Other Free Games / [Horror/Action] Au Sable
« on: May 27, 2010, 18:22:42 »
Spoiler: Screenshots: (click to show/hide)

I believe I saw somewhere that someone called this scarier than Silent Hill 2. I don't know if that's true, but it's certainly a disturbing game in a way new and apart from Silent Hill or Resident Evil, for that matter. It will probably freak you out pretty good if you play it very late at night. It is, all in all, a very very interesting look at what you can do with a run & gun game.

Latest version, as far as I could tell: http://www.dessgeega.com/AuSable_1.2.zip

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Could this be called an absurdist game, you think?

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http://sites.google.com/site/dreamsidemaroongame/Home/download

I'm posting this for two reasons: one, it looks fantastic in a very Knytt way, and two, I am unable to play it due to some OpenGL 2.0 issues or something and I want to see how it works for you guys.

Enjoy it, if you can.

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Are you sure you can't just add in those little secrets as before while concentrating on the mystery? Just put a little humorous diorama off to the side here and there as you did with the Summer/Winter wardrobes, the cats, and the "society;" I'll go through this "mystery," get engrossed, take a short diversionary walk, and come back to focus doubly hard on whatever you want me to pay attention to.

I'm surprised Nevermore 3 doesn't remind you of your level. I mean, sure, the sewer sections don't exactly reflect Nevermore perfectly, but crossing the rooftops just had the kind of vibe the latter parts of Nevermore did. The world you made just seems like it would fit in there perfectly.


One comment I had thought of earlier but neglected to mention: are you going to make the levels a bit more easy to walk/run/jump through, as in putting fewer obstacles in the path? I wonder if that kind of flow might work better.

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Creativity Support / Re: Lecture at the IT University in Copenhagen
« on: February 11, 2010, 05:36:30 »
Is there actually a procedure to making a Dragon Noir? Is there some sort of checklist you can go through to use to tell someone how you made it? Can those intuitive creative processes be verbally distilled (can they be put down on paper)?

How do you pace a game? How do you make sure you've got a perfect balance in terms of level design to keep things interesting, fresh, compelling (utilizing differing graphical styles, differing methods of traversal and movement)?

Those are some questions I'd like to have answered.

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