Nifflas' Support Forum

Level Editing Support => Knytt Stories Level Editing Support => Knytt Stories - Custom Content => Topic started by: Texasman on August 06, 2009, 15:18:43

Title: Solid CO
Post by: Texasman on August 06, 2009, 15:18:43
hi there!

I was wandering how can I make a Custom Object that acts like layer 3 on the level editor (solid :P2)?

and meanwhile, how can I turn CO's to harmful CO's like enemy's or something?
Title: Re: Solid CO
Post by: Dataflashsabot on August 06, 2009, 15:49:24
1. You cannot, but you could put a 'solid' object or a mostly-transparent tile on the same square as it.
2. You cannot, but again you could put a 'deadly' object on the same square.
Title: Re: Solid CO
Post by: TechnoGeek on August 06, 2009, 18:31:07
if you just want a solid object, you could make it a tileset and use layer 3. but then it can't be animated.
Title: Re: Solid CO
Post by: Texasman on August 10, 2009, 23:48:33
but then it can't be animated.

that's exactly why I would like to have a solid CO. like for instance rotating windmils that Juni wuold have to overcome or things like that...

Oh well... Thanks anyway
 :moody:
Title: Re: Solid CO
Post by: Bored2death on August 10, 2009, 23:56:12
There's a discussion about this, actually. We're trying to convince somebody to make a custom objects engine, which would make these kinds of things possible. Sadly, no one seems able to.
Title: Re: Solid CO
Post by: Vinterrun on August 11, 2009, 14:44:47
You could use the windmill in connection to the objects on bank 16 Number 14 - 16.

Or you could use a tileset with the windmill in connection to your CO like this:

(http://img27.imagefra.me/img/img27/2/8/11/vinterrun/f_13dspsojxbm_6e099a5.png)

Title: Re: Solid CO
Post by: Razzorman on August 11, 2009, 15:34:16
Pie. X)
Title: Re: Solid CO
Post by: Bored2death on August 11, 2009, 17:00:21
He wanted Juni to jump on the MOVING wheel of the Windmill.
Title: Re: Solid CO
Post by: BloxMaster on August 11, 2009, 17:37:59
Unfortunately, the way COs are made, making them solid or hurtful is simply not going work right out of the box. The detection used for the COs does NOT match the shape of the sprite, and thus, it won't be solid were you want, or hurt where you want. (I've tried this on KSA, just trust me) The only way to make this work is to somehow 1: Redo the COs engine so that it supports collisions like it should, or somehow make the detections work with current engine. Both of these are very hard options, and I'm afraid it isn't going to be done quickly by anyone. Having said that, tho. A solid custom object (that does make the image solid) is a bad idea, simply because it is just going to give you wallswims if animated anyway.
Title: Re: Solid CO
Post by: Salmoneous on August 11, 2009, 19:25:44
I think Juni would react to a solid CO as a wallswim. If the CO interacts with Juni she wont be pushed away from it she will still stay at her position and thus wallswim.
Title: Re: Solid CO
Post by: Vinterrun on August 11, 2009, 20:16:07
He wanted Juni to jump on the MOVING wheel of the Windmill.

Oh okay, hm. you could use a shift-cutscene to do so
Title: Re: Solid CO
Post by: Bored2death on August 11, 2009, 20:39:22
And you would end up in a wallswim. There is no way around this, unless somebody redos the custom object engine (which would be awesmoe, but it would be very time consuming). There is no way around it. Let's stop giving Texasman hope it is possible with the current engines.
Title: Re: Solid CO
Post by: Vinterrun on August 11, 2009, 22:53:47
And you would end up in a wallswim.

Uhm... no?
All he have to do is to create for example 5 windmills with different vains or wings (or whatever) in a tileset, creating 5 screens with the same look but with different vaintypes in the right order. The vains have to be solid and the on-touch shiftfunction should be used in the right order.
Title: Re: Solid CO
Post by: Bored2death on August 11, 2009, 22:57:00
Still kind of iffy...
Title: Re: Solid CO
Post by: Texasman on August 11, 2009, 23:40:37
Let's stop giving Texasman hope it is possible with the current engines.

NOBODY CUTS DOWN MY WINGS... :crazy:

Now seriously, thanks for all the input folks. I understand what you're saying and I imagine how time consuming it should be for someone to adapt the CO engine (or remake it from scratch :shocked:).

A solid custom object (that does make the image solid) is a bad idea, simply because it is just going to give you wallswims if animated anyway.
Though, I never thought It might cause wallswims IF it worked anyway.

Vinterrun :

1.PIE!!! just classy...

2.The idea of making shift-cutscenes for what I had in mind isn't very friendly. Too much trouble... X-P
please don't take it personal


3.so many squares on the Level editor just for a printscreen??? ( you were probably working on something else...)



One more thing. I'm curious... How did Nifflas manage to make harmful objectswhen he first made the game? Is it independent of the CO engine? I don't understand how the original objects can be harmful and ours can't...
Title: Re: Solid CO
Post by: Bored2death on August 11, 2009, 23:54:35
Sorry, I just think that this is not an easy thing to do with the current programming.
Title: Re: Solid CO
Post by: TechnoGeek on August 12, 2009, 00:21:40
One more thing. I'm curious... How did Nifflas manage to make harmful objectswhen he first made the game? Is it independent of the CO engine? I don't understand how the original objects can be harmful and ours can't...

yes, his harmful objects are independent from the CO engine. COs were also added in later as an extra feature for newer versions. Old versions of KS simply ignore them.
Title: Re: Solid CO
Post by: Vinterrun on August 12, 2009, 11:14:12
Hej no problem  C)
Well, nifflas solid Objects are massive and not really animated... okay the water but... bah! =D