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Messages - JerkDouglas

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1
 Speak of the devil, I'm almost up to a bossfight and would consider a scripting crash-course to be highly helpful. Better hurry up and plan it out, though.

 I also think I found a bug...

 If you try to flood-fill a single tile (Shift+click) in the editor, you cannot use tiles from tileset B. It will use the identical selected position from tileset A and flood fill that tile instead.

 Also, when selecting multiple tiles to stamp, then shift+clicking that range of tiles for a flood fill, the top left tile is always from tileset A.


2
 Flawless! I'm honored you used the picture I made in the demo level, and then demonstrated how to move an image in a makeshift cutscene in the script. That's going to be very useful for me when I can figure out how you did it.

 Native resolution is crystal clear, and was such a good idea. And the biggest help is that resolution-changer for the editor. Sprite based projects always did needed some kind of a zoom for the building process.

 Question: ScreenScrollDetectionDelta. I can't find a solid definition on what that is.

 I suppose the only thing you need to add now if you're still interested in doing more, is a way to help all of us laymen figure out all the basic scripting in this game so we can more fully appreciate what you've done here. Maybe add some heavier notation to your scripts to break things down more. (Took me a day to be sure of what hotspotX and Y were used for, hahaha.)

 No pressure. You've done one hell of a lot already.

3
Holy crap I'm an idiot. That is exactly what I was looking for and I just didn't check that folder. Thanks a ton, haha.

4
 I've shifted my abnormally complicated game to every mod since the beginning, this one is the one that will make it happen. You are a fantastic dude. I can hardly wait for the native resolution and the level-editor's adjacent screen previews. But no hurry man. (yes hurry, haha)

 I drew you a picture of Juni trying to script her own game. She is not very good at it.



 I was wondering though... is there a glossary of the various game-specific functions and parameters you're messing with in the scripts?

 I barely understand scripting as it is, but after me and a programmer buddy read all the lua scripts in the level and for the monsters and current effects, some of them look like you'd need to know some engine-specific variables and function calls to affect certain changes. I was wondering if you had a list of them that you used, or be willing to post in one of your threads?

 Also, I have a very minimal understanding of programming, so ignore what i said if it doesn't make any sense. :P

5
Nifflas' Sources / Re: KS mod, ACO
« on: June 24, 2010, 08:35:32 »
And yes, I can totally get ACO to run the level by itself. The only issue here is that Looki's editor can't run test games.

 Edit: Since KSA and regular Knytt stories both work with Looki's editor, I figured it was something extra your mod possessed that theirs didn't that might have fudged things up.

6
Nifflas' Sources / Re: KS mod, ACO
« on: June 24, 2010, 08:34:19 »
Thanks for rapid response, lol.

When I have Looki's editor in your ACO folder (regardless of what Looki's editor is named) And I'm editing any level subordinate to your mod, (a new level, or your test level or my level) I will try to go to test the game, and the little Juni icon appears over the cursor.

 Regularly you click somewhere and that's where you appear in a test game. But when I click to start the test game with Looki's editor nothing happens. I can save, edit, and move start positions, and do everything with Looki's editor that I would normally do, but I can't run a test game.

7
Nifflas' Sources / Re: KS mod, ACO
« on: June 24, 2010, 07:48:27 »
 Regardless whatever you consider to be unfinished or lacking about this, and what problems you've come across, the simple, down-to-earth functionality you've added for custom objects definitely makes it the supreme giant of KS mods.

 One issue: is that Looki's editor REALLY outclasses everyone else's for actually slapping the levels together and checking room code, and for the complexity of what I'm doing I'd love to be able to use it on YOUR mod. But when I try to test the game with Looki's editor on your Mod I can't get it to run a test game. Since Looki's works with everyone else's stuff I'd figure it was something on your mod's end that is proprietary.

 Ultimately it's no big, I think I can do just fine alternating between the two.

 Here, have a picture

8
Knytt Stories / Re: How do you justify Juni's respawning?
« on: October 20, 2009, 09:50:52 »
 My theory is that the world is actually the character you play as, and you move around Juni, but every time you accidentally move her into a place where she dies, you silently perform catholic penance until our lord Jesus Christ resurrects her and reverses time.

 These powers are explained in the Bible somewhere, I'm sure of it.

9
Nifflas' Sources / Re: KS Editor Mod
« on: October 12, 2009, 19:25:05 »
 Through testing and extensive irritation, I have discovered that all cutscene music is always turned back to number fifteen in the World.ini when you save in the editor.

 This doesn't happen in the normal level editor.

 Just a heads up. Not sure why it would decide to only screw with cutscene music designation numbers, but it's really killing me to work around.

 EDIT: Nevermind... It's not doing it anymore. Go figure.

10
Oh ho ho ho... you almost tricked me with that floating bit.

 So sticky plus invisible solid wall equals perfect upward floating, does it?

 Very very very clever. Hahaha. Excellent work on this.

11
Knytt Stories Level Editing Support / Re: KS Level Composer
« on: October 02, 2009, 15:25:52 »
 Yess! My custom objects aren't being eaten anymore!

 However, they are losing all of their spacing from each other in the ini file.

 It's not impossible to work with this, of course... But it would be nice if they would maintain their spacing. Just one carriage return between each CO would make it super easy to decipher. (I have like fifty of them so far, and I'm constantly noodling with them to get their placements just right.

 If you're kind enough to fix this I will be eternally grateful. But thanks for all the hard work on this. It's shaping up really really well!

12
Knytt Stories Level Editing Support / Re: KS Level Composer
« on: October 01, 2009, 03:44:23 »
 Everything I've checked out works great.

...except my custom object listings in the world.ini are still being eaten.

 My OS is Windows XP SP2 if that information has any bearing on the problem.

13
Nifflas' Sources / Re: Custom objects upgrade
« on: September 27, 2009, 12:58:53 »
 Well Looki, since you've already made the Level builder totally great with your additions, if you wanna tackle this objects problem, nobody in their right mind is going to stop you, hahaha.  C)

14
Nifflas' Sources / Re: KS Editor Mod
« on: September 24, 2009, 15:45:24 »
 Ctrl+D would definitely be my choice for the hotkey.

 And believe me, man. It's even better to know you've got someone in the know who is working on your side to make things better for you. (or in this case, me)
 
 Over the years, I've had to learn ten different image manipulation programs, five kinds of video editing software, music sequencers, animation programs, 3D programs and whatnot... And well, frankly, what I wouldn't have given to have the programmers of those things listen to me. And the one thing I really haven't been able to pick up is programming to fix the problems myself.

 It also makes me more appreciative, because I've been trying to find a way to make a game for the past ten years. XD

 Aaand I've been using the program pretty hard for a few days, and I haven't run into anything bad yet.  At this point I really don't think there are any problems left to fix, hahaha.


 Also, if you want me to draw up anything for you, just tell me.

15
Knytt Stories Level Editing Support / Re: KS Level Composer
« on: September 24, 2009, 00:45:24 »
 Haha! I got ahead of myself, I saw all the advanced editing tools and couldn't go back to the original KS level builder, and figured it was solely designed as a level editor replacement because the tools rocked so much.

 Durr, if I use it for the intended reasons it makes a bit more sense! XD

 And that Looki guy has an editor that doesn't do all the magical kickass error checking stuff, but it's super solid for just building levels, so I can just use that for the editing.

 So if I use this as a checker, (which I am now) about the only thing you should concern yourself with is keeping the thing from killing the custom objects in the world.ini file.

 Yeah, don't bother adding anything other than what you intended. If you get around to all the checking functionality pointed at in the program menus you'll really come out on top.

 Aaaand if you have time to add more, then I ain't stopping you.  8)

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