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Messages - kilicool64

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1
The last part is still being uploaded, but I completed yet another playthrough of this level, just because I randomly felt like it: https://www.youtube.com/playlist?list=PLPY6G2hmt_Ko7iBylos_RHZEyowkTcMg-

So that means I'm done reporting now.

2
Some time ago, I stumbled upon an ancient post by Nurykabe in which he provided a large selection of screenshots showcasing most of his tilesets and mentioned having unsuccessfully tried to make a KS level in the past: https://nifflas.lp1.nl/index.php?topic=1368.msg14691#msg14691

I was quite intrigued by the look of these screenshots, so I thought it was worth asking him if he still had that level and would be open to sharing it. In response, he uploaded a ZIP of a directory containing various things related to the game that he worked on: http://nurykabe.com/temp/holes.zip And he shared this video of a level he'd worked on: https://www.mediafire.com/file/48do0e5oe6azbqa/03+-+Knytt+Stories+-+cut01.mp4/file

There is a lot of interesting stuff in that ZIP. First of all, it appears that Nurykabe had actually attempted to make three separate levels. And every time he started a new one, he left the old screens in there. They're all far from completion, but with some basic edits (mostly to the starting coordinates and powerups), I made them somewhat playable. If anyone wants to go through them, here they are: https://knyttlevels.com/levels/Nurykabe%20-%20Holes%20Area%201.knytt.bin https://knyttlevels.com/levels/Nurykabe%20-%20Holes%20Area%202.knytt.bin https://knyttlevels.com/levels/Nurykabe%20-%20Holes%20Area%203.knytt.bin And here's a series of videos in which I traverse them: https://www.youtube.com/playlist?list=PLPY6G2hmt_KpJwdllARCXg7YxjcG4St4f

However, none of the screenshots are from those levels. As it turns out, they're from example screens that were made to demonstrate the tilesets. But those screens are also in that ZIP. It appears that at some point during development, KS used a different level format with separate files for each screen. The example screens along with a few others are in that format. Thankfully, Gliperal managed to insert them into Map.bin files. They're here: https://www.mediafire.com/file/hrjmwlt57pnydxb/Nurykabe+recompiled.7z/file

By renaming them, putting them into appropriately named directories and adding empty World.ini files, I managed to make them usable. I also had to reconfigure their tilesets and gradients, since they're numbered differently in the game's own data. Some of them had weirdly misplaced tiles that also had to be deleted. And a few rely on tilesets or gradients that don't match up with the default ones, so I included those where necessary. My work can be found here (updated twice): https://www.mediafire.com/file/e2muehpkv8kju0b/Nurykabe+single+screens.7z/file And here's a summary of what these screens are:

Backup Screen 01-18: These are the example screens. A few use unreleased gradients and the last one has an unreleased tileset.

ec_Screen1-2: These are both identical, so I only covered the first one. It's a basic example screen for the Planetes 01 tileset. It was designed for an unfinished version of it, but still works with the complete one.

Screen vide: No idea what this was meant for. It only consists of a handful of tiles. It's so unfinished that it's impossible to determine what tilesets and gradients it was even made for, so I didn't cover it.

Screen: Showcases the Spacefiller tileset by Sergio Cornaga and a gradient that also seems to be from him. It appears that the screen itself was also his work, rather than Nurykabe's.

Screenb: Showcases a tileset and gradient Nifflas made for the spooky town in A Strange Dream. Probably his work. Would explain why it has functional collision.

Everything with a coordinate as a name: I didn't check them all, but those appear to be the screens of the level seen in my third video. I didn't cover them, both because it would be a huge pain to stitch them together and because the level should already be in the ZIP's Map.bin.

Since the ZIP has a few tilesets and gradients in there that were never released to the public, I've attached anything noteworthy.

Beyond that, there's some more interesting stuff. Such as various GIF animations that seem to have been made to accompany some of the tilesets. It's pretty strange to see those, since I don't think KS can work with them. Perhaps it was planned to at some point? Though it may be possible to convert them into COs. There are also PSDs of most of Nurykabe's tilesets and what appears to be early prototype screenshots of WaDF.

Nurykabe said that people are free to use anything in the ZIP. So if anyone wants to use the unreleased tilesets or gradients, make COs out of his GIFs, try finishing one of his levels or create something based on his example screens, feel free to do so. Worth noting however that from what I can tell, the example screens don't have much in the way of functional collision. If someone wants to directly incorporate any into a level, they may need to be reworked.

3
Just noticed that the main entrance and exit of the Scarlet Hillside isn't marked with a red star. Don't recall seeing that anywhere else.

Also, while the Spirits of Silverwood exploit has been mostly fixed, you can still make them invisible on the first screen if you warp to them without picking up the eye before the warp. Could probably be fixed by warping the player to an intermediary screen if they don't have the eye and forcing them to pick it up there before warping them to the Spirits of Silverwood. But it's hardly a big deal.

Edit: If you go to the Valley of Rust to save Gustav's lion and glide far enough to the right, you skip the auto save that's meant to happen before the evil wizards.

Edit 2: It would be nice if the game auto-saved after the cutscene where the Astral Corruption happens. Can be a bit annoying if you get killed on your way out of Penitence Village and have to watch it again.

Edit 3: Found another spot where you sink automatically.

Edit 4: Juni gets warped in weird ways near the left edge of this screen during the Grand Sky Kingdom invasion.

Edit 5: The GC you get for defending Penitence Village can be avoided and potentially kill you. Like with the spider, this might not be fixable.

Edit 6: The invasions have improved since v6, but a fair number of exploits remain that can still render certain phases either easier than intended or effortless. Mossgate Village probably has the most exploitable phases. My last time covering the invasions can be seen here: https://youtu.be/a-p1glECcBk

Edit 7: I know you told me it probably isn't worth it, but I had the time to do it, so I went through the script and took notes of all typos, grammar errors and inconsistencies I could find. It's mostly missing commas, but there's more. (I find it rather amusing that the reward text you get for solving the daughter's homework has a blatant spelling error.) I'm not a native speaker, so I can't guarantee 100% that all of these were actually wrong, though I'm pretty confident in most of them. Also worth noting that there are a lot of double spaces (sometimes even more than that). I only fixed them in lines that also had other issues. Might be worth doing a find+replace to get rid of them.

Edit 8: Some of the eternal annihilation phases suffer from CO-induced slowdown. This wouldn't normally be a problem, except it doesn't seem to affect the timer. So most of them tend to be pretty easy due to how quickly they end.

Also, the credits neglect to mention that the Salient Grounds use the Temple tileset by AlmightyZenTaco.

4
#6: The g in "glaciære" is again covered by the button.
#7: The y in "Library" is cut off.
#8: The k in "Ink" is covered by a button.

5
Completed a second video playthrough: https://www.youtube.com/playlist?list=PLPY6G2hmt_Kqp1o6XMiEnAld6mRHcn9G5

I noticed various minor flaws during the credits, but I don't have the energy to report them right now. Will take care of it later.

If you're interested in fixing typos, I can also report more of those. There were so many that I decided it would be better to go through the script in the INI file. I'd need to know if you use American or British spelling, though.

This was my first time beating this level without any hologram abuse. I wrote a lot more about my experience with that in some of the video descriptions, but to put it simply, I would really appreciate if you could tone down the very last challenge in this level. For a screen of this danger level, I find the time limit to be way too long. It was one of the hardest challenges in the whole level, despite the fact it's not really meant to be one of them. And it happened during a part that I can't tolerate for excessive periods of time due to my photosensitivity.

Edit: Okay, I went through the credits now. Here's what I found:

#1: Don't get the point of the blue text here. The rest of it is white. And much of it is in front of the same kind of color.
#2: The dash to the right of "Floating Towards You" is cut off.
#3: The y in "Cruyssen" is covered by a button.
#4: The g in "glaciære" and the p in "Sphere" are covered by the buttons.
#5: I believe one pixel or so of the y in "Knytt" is cut off.

6
Xethiz's name is misspelled in this page of the guide.

Edit: As far as I'm concerned, the very last of the Eternal Annihilation phases has way too long of a time limit for what it asks of you. I can sometimes reach about the halfway point of the 18 seconds it tasks you with surviving, but rarely beyond that without the hologram. If the purpose of this part of the level is supposed to be falling action, then I think the rest works well, but this phase is far too difficult. I'm still at it at the time of this writing. I have to take a break right now because these trippy filters were starting to make me physically uncomfortable.

7
Going left from this screen in Autumn Village sends you two screens to the left. Is that deliberate?

Edit: Entering an evil wizard tent in the Valley of Rust with the snorkel can make the water lethal again. If you need more context, it happens at around the 15 minute mark in the upcoming fourth part of my new playthrough.

Edit 2: Rushing water can still be heard in the Twilight Falls when underwater.

Edit 3: The arrival of the evil wizards (or possibly already the consecration) seems to put Scorian Hollows in its post-Astral Corruption state even before said event occurs.

Edit 4: Found some dive spots above this bench that don't work.

Edit 5: It would make sense if the world map renamed the Knyght's Camp to the Abandoned Camp while it's in that state.

Edit 6: Not sure about this one, but I think it should be "It seems that" rather than "It seems like."

Edit 7: The brown tiles on the left screen of the Azure Outpost don't get transformed by the Astral Corruption.

Edit 8: Gustav can still teleport back to his farm while he's in Nyx's captivity. Was this impossible to fix?

Edit 9: This screen in the Alabaster Woods is based on one in the Old Turt Pond that got changed in an update. But you didn't apply the change here, so it's no longer a full reference.

Edit 10: This is just a matter of taste and I know it's just a minor location, but I don't think the track you picked for Fort Cipher suits it particularly well. It works fine on Mount StarFlame. But it doesn't sound like the kind of music I'd expect on a space station.

Edit 11: The world map is inconsistent in terms of how it handles dead ends. Most parts let you walk one tile off of the end of the path before you hit a wall, but some don't.

Edit 12: The barrier visor and the feather from the Salient Grounds are still shown in the moon's version of the guide even after you've collected them.

Edit 13: Gustav's fan still gets reactivated after obtaining the Angel Cape.

Edit 14: I managed to accidentally avoid picking up the golden spider after clearing the Pumpkin Village invasion by moving away quickly. Might not be possible to prevent that possibility.

8
I appreciate the added Special Thanks credit in the opening screen, but you misspelled my name.

Also, I'm pretty sure there should be a comma before "traveller" in that line spoken by the guy in Scorian Hollows. And if you're American, then you misspelled "traveler."

On a final note, I think the Flowering Swamp could use a save point shortly before Coin #21. If you go there without the double jump, then you have to make the whole trip to that coin and back without a save point, and it's a bit long and dangerous. The save point density is usually a bit higher than this.

Edit: You sure you want to uppercase "Scrolls" here? I don't think you usually give artifacts this treatment. I noticed "gems" being lowercased, for instance.

Edit 2: Should probably be "to the Valley of Rust." Also, there should be a comma before "Juni."

Edit 3: Out of curiosity, is it possible to change the appearance of Juni's umbrella sprites? It sticks out a little how the umbrella icon is recolored, yet it still looks the same when Juni is carrying it.

9
Knytt Stories Level Releases / Re: Frozen Mountain 2 - The Return
« on: April 24, 2024, 16:17:03 »
I don't have much hope that this will be resolved, but after successfully playing through the latest version of this level, I thought I'd check out the previous version to see what it was like when it was made for KS Ex. Specifically, I picked this one: https://knyttlevels.com/levels/Drakkan%20-%20Frozen%20Mountain%202%20EX5b.knytt.bin

Unfortunately, it seems to be broken. It worked fine until I got to the Night Park. There's a point there where a shift is apparently supposed to transform you into a ball. I've seen that happen in a YouTube video. But for me, all that shift does is move me a bit to the right. A bit later, there's a part that Juni can't possibly squeeze through, so any further progress is impossible. I took at look at the level in the editor, and this looks like a completely standard shift that does nothing except reposition you. And the Lua script doesn't seem to do anything with it either. So what went wrong here? I'm using KS Ex 1.5.9.
hello,
you need run it in KS+
http://egomassive.com/ks/
I wasn't referring to the latest version. I know that one needs KS+. And I already played it. I just thought I'd check out the version before that to see how this level used to utilize KS Ex's features. But while version 5b is indeed rather different (and definitely has some KS Ex features), it also has a progress-halting bug in the Night Park. There's a shift there that I know from video footage (https://www.youtube.com/watch?v=URVHochWuHA&list=PLAj6siCYnOOn_42grmCccsi4yTZMjQW7t&index=3) is supposed to turn you into a ball, but it simply doesn't. The Lua script doesn't mention this screen or ball transformations anywhere.

10
Knytt Experiment / Re: Database availability
« on: April 23, 2024, 19:56:40 »
I have a more recent copy than Sergio Cornaga's. Posted a link at the Nifflas Discord two days ago. But I just realized that I should probably share it somewhere else as well so that once future historians weep for all the things that were lost with the demise of Discord, they at least won't have to weep for this: https://www.mediafire.com/file/rzixwa019h2k20r/KnyttExperiment13.7z/file

11
Knytt Stories Level Releases / Re: Frozen Mountain 2 - The Return
« on: April 22, 2024, 23:12:45 »
I don't have much hope that this will be resolved, but after successfully playing through the latest version of this level, I thought I'd check out the previous version to see what it was like when it was made for KS Ex. Specifically, I picked this one: https://knyttlevels.com/levels/Drakkan%20-%20Frozen%20Mountain%202%20EX5b.knytt.bin

Unfortunately, it seems to be broken. It worked fine until I got to the Night Park. There's a point there where a shift is apparently supposed to transform you into a ball. I've seen that happen in a YouTube video. But for me, all that shift does is move me a bit to the right. A bit later, there's a part that Juni can't possibly squeeze through, so any further progress is impossible. I took at look at the level in the editor, and this looks like a completely standard shift that does nothing except reposition you. And the Lua script doesn't seem to do anything with it either. So what went wrong here? I'm using KS Ex 1.5.9.

12
If you need help, here are the rough locations

Thanks a bunch! I managed to find them all except the purple key which had me scratching my head... Thankfully someone made a walkthrough for the original level which was able to point me in the right direction X)

After digging further - holy crap this level has more going on under the hood than I expected!!

Endings I found:
Spoiler: (click to show/hide)

I really wonder what other endings I might have missed now!
Already listed all the endings in this post: https://nifflas.lp1.nl/index.php?topic=7457.msg77089#msg77089

There are six (though I don't count that joke cutscene you listed). Like I wrote back then, I would strongly discourage even trying to get the last one (though I can explain how to get it if you're really up for it), but you're still missing another one. You should've already gotten a hint on how to find it, but if it flew past you,
Spoiler: (click to show/hide)

And yes, you did overlook one of the symbols. It's their order that's a secret and has to be brute-forced. I'm surprised you managed to pull it off while also not knowing one of the symbols.

13
The key locations are all similar to those in the original Machine. I don't think they're really meant to be among the level's bigger secrets.
Oh, that's good to know! I don't remember the key locations from the original level either tbh x)
If you need help, here are the rough locations:

Red key:
Spoiler: (click to show/hide)
Yellow key:
Spoiler: (click to show/hide)
Blue key:
Spoiler: (click to show/hide)
Purple key:
Spoiler: (click to show/hide)

14
Played this at the weekend, what an absolutely stellar level! Music was great and I loved how a lot of the areas were fleshed out and expanded. The lore at the end was just wonderful! Found a fair few secrets but no keys so far, will have to keep exploring.

Great job everyone!  <3 <3 <3
The key locations are all similar to those in the original Machine. I don't think they're really meant to be among the level's bigger secrets.

15
You do realize that the text box in the last screenshot has too much text in it to display properly, right?

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