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Messages - Artix

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1
Knytt Stories Level Releases / Re: [Environmental/Easy] Kera
« on: February 19, 2011, 23:09:42 »
I enjoyed this level, The CO's were very well designed.

I did find a few voids and errors, and I somehow went through the cutscene with Marina again after I talked to the Quners. Might want to check that out.

2
It's not working for me, I installed it, and extracted everything to my Knytt Stories folder.

Well, the tutorial level is broken, and as the picture shows, they're walking on air, but the dialog scrolling works fine.

3
Nifflas' Sources / Re: KS Editor Mod
« on: May 26, 2010, 05:30:57 »
The last version still overwrites changes made by Screen Editor to world.ini. Could you make a quick fix by just removing saving of world.ini? I don't use the built-in editor and I'm sure there are many others that don't need it too.

I use the built-in editor. I find it quite convenient.

Just Ctrl+R in the script editor after using the Screen Editor. Save before opening the Screen Editor though.

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Nifflas' Sources / Re: KS Editor Mod
« on: May 15, 2010, 20:44:58 »
Not planning to make any updates.
I might make a completely new editor just for the challenge and fun once I have more time for these kind of projects.

Oh, I didn't know you stopped working on this. It's a shame too, this is my favorite editor.

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Nifflas' Sources / Re: KS Editor Mod
« on: May 15, 2010, 17:52:42 »
Here's an idea:

Why not make it so you can type in the number of the tileset you want, so you jump to that tileset instantly? It gets annoying scrolling through 100 tilesets to get to the one you want.

Edit:

See the attachment for an example of what I mean.

6
 :huh: I don't find solid grass that bad. If it's restricted to one tile in order to keep a wandering creature from wandering off an edge.

But people complained, so I had to use an alternative for my level.

7
Ouch! I got singled out in this thread. I have to agree though. I think the main problem with the pipes in A Knytt in Time was the length. Those pipe, were crucial to the story and the flow of the game. I wanted the machine at the heart to be ominous. The pipe couldn't just end at the machine. If I let Juni enter the machine then that would undermine its mysterious nature.

Gameplay wise however, they are a disaster. What was intended to be a shortcut to any part of the world, ended up becoming a boring, time-eating trek. OK the first time (they're like little environmental levels, a break from the action.) But, if you're lost as to what to do next and you've gone through them more than twice, then not OK. I thought, "People might run into the spikes once, but then they'd know better." However, the pipes can lull you into a since of security. Your mind starts to wander. You get spiked. (They The spikes were removed from the LoCP edition.)

So, I'll go ahead and add that to the list. If you're going to make a large safe area, don't put any dangers before the first save point no matter how easily they can be avoided.

There are lots of different ways to prevent a player from entering the machine. One example of such would be to put a grate in the way. (I'm not starting an argument, I'm saying a good alternate.)

8
The worst instance of a surprise trap I've found so far has to be in "A Knytt in Time"

I'll be running along inside the pipes, not paying much attention, and I'll run right into the spikes at the end of the pipes. Needless to say, I have to walk back through the pipe a second time. Kind of annoying.

9
Hey, guess what? New version.

If you want to be totally surprised by what I added, don't read the below spoiler:
Spoiler: (click to show/hide)

Download Link for v3.

10
Spoiler: (click to show/hide)

I think I figured out what you mean, and I fixed it. I'll upload the fix if I find some more voids/wallswims. I don't feel like updating for one thing.

11
Knytt Stories / Re: Knytt Stories Online Version 1.3.1
« on: April 29, 2010, 04:52:38 »
So I was playing online with someone on The Machine, and the text box was spamming zeros. Is that some glitch?

12
What I HOPE to be able to do is release an update of the level each month with the same name, so that one can overwrite the last version and continue on where you last saved from.  I don't know if this will cause bugs, though. 

This will work, so long as you don't change the save points too much. Or else Unlucky Person # 12 will install episode 2 and spawn inside a wall.

13
Peering at the world.ini, you have a lot of custom objects, but they're not correctly set up. It should be
Spoiler: (click to show/hide)

You're missing the [Custom Object X] part.
It's a shame too, there's some nice objects in this level.

Lemme just make a list of things that I found:
-Cutscenes teleport you to last saved spot.
-Leftmost door in x1002y994 is same shift as computer cutscene.
-x997y1002: Middle computer tells me to press down, but doesn't show anything.
-Pressing down on the temporal engine shows the cutscene with everything going dark, but sends me back to last save point.
-entering the area above the pipes after hitting temporal engine results in the player getting stuck.
-Going to where the enemy detector is after going to sleep says "Press down" but does nothing.
-x974y1021: Pressing the button results in the player appearing at the top left of the screen below.
-x999y1015: Blank message box. Also, one of the wandering kids can clip through the wall.
-x1014y1015: The water is brown instead of blue here.

Also, how do you beat the game? I see (with the editor) that the boat has some shifts in it, but there's no way to enter it.

14
...but why can't I retain the double-jump once I grab it? I keep getting detoured to the cut scene, then kicked out of the tower, sans power-up.

Same problem here. Looking into the editor, you used Shift A for both the computer cutscene and the door to the left. You should enable auto save for the cutscene shifts so you don't teleport to your last save.

15
You can also set grids in the GIMP; I find them quite useful, myself.

To extend on this, you set grids in GIMP by going to View>Show Grids. You can also change grid size with Image>Configure Grids.

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