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Being Creative => Nifflas' Sources => Topic started by: rrc2soft on June 16, 2009, 00:16:16

Title: Knytt Stories DS - Help required (Question 10!)
Post by: rrc2soft on June 16, 2009, 00:16:16
Hi all,

As you may know, I do not have Multimedia Fusion, thus cannot know the behaviour of certain critters (cannot look @ KS source). Sometimes looking at (self-made) videos and other stuff help me on discovering the behaviour of critters (e.g. the shadow woman, who turns evil when you look at her), but for some other stuff (e.g. the nature FX bank) is a bit difficult.

The purpose of this thread is to... ask for help! I'll post some questions from time to time regarding the behaviour of some critters, and I'll be thankful for every answer  :^^: .

QUESTION 10: The last question! Now, there are only two things I want to know...


Merry Xmas!

Already answered questions:

QUESTION 1: What are the parameters of the critters in bank 7? (Nature FX). With behaviour I mean: gravity, speed, etc.
QUESTION 2: What are the parameters of the "flower" bank? (bank 9). My problem here are the particles... really don't know what are their parameters  :sad: .
QUESTION 3: Bank 6! (Traps). Objects 1-4 are my biggest headaches. Any help?  C)
QUESTION 4: Now is time for Bank 11 - Disks! My main problem with these critters is the particles they launch (I kinda can figure the movement, although help is also appreciated on that particular point)
QUESTION 5: Robots! Lasers are easy to understand (those and object 13 are already implemented, see the website), but the other critters... oh, the other critters and their particles...   :moody:
QUESTION 6: Earth beings (bank 14)! Those are a lot of critters, so take your time...  ;)
QUESTION 7: Creepy (bank 17)! Bank 14 is almost finished, so is time to move to a new bank...
QUESTION 8: Meanies (bank 4)! Once this bank is finished... well, there is still a loooong way to go (birds in B2, some ghosts in B12...), but all banks will have plenty of critters finished  C)p
QUESTION 9: Massive questions! Lots of critters from many banks!. Please, take your time here, no need to rush  ;)
- Bank 0: The behaviour of shifts
- Bank 2 (Flyers): 8,13,23,25-32
- Bank 8 (Deco): 10,17
- Bank 10 (Bouncer): 4,6,7
- Bank 12 (Ghost): 6,9,12-16
- Bank 18 (Water): 6
[/list]
Title: Re: Knytt Stories DS - Help required (Info from Source!)
Post by: Purple Pineapple on June 16, 2009, 00:44:30
QUESTION 1:
Let's see. According to the MMF standards, the leaves move at speed 5 and change to a random direction every 00"-20 (20 milliseconds)

Rain travels at a random speed between 20 and 80.
If slower than 30, it's a small raindrop
If between 30 and 54 inclusive, it's a medium raindrop.
If faster than 54, it's a large raindrop.

Dust changes speed from 20 to 34 every 00"-10 and direction.

Cloud puffs gain speed from 0-3 every 00"-10
Title: Re: Knytt Stories DS - Help required (Info from Source!)
Post by: Looki on June 16, 2009, 15:11:24
MMF's speed unit is pixels per frame * 12.5

So at speed 100, it would move at 12.5 pixels per frame.
Title: Re: Knytt Stories DS - Help required (Info from Source!)
Post by: rrc2soft on June 16, 2009, 18:25:33
QUESTION 1:
Let's see. According to the MMF standards, the leaves move at speed 5 and change to a random direction every 00"-20 (20 milliseconds)

Is there any fixed gravity value (5)?
Title: Re: Knytt Stories DS - Help required (Info from Source!)
Post by: Purple Pineapple on June 16, 2009, 19:20:31
No. It simply moves at 5/8 pixels per frame and changes direction (ranging from down and to the left to down and to the right) every 1/5 a second.
Title: Re: Knytt Stories DS - Help required (Info from Source!)
Post by: rrc2soft on June 17, 2009, 11:48:02
Thanks to both! The behaviour is really easy, so I can implement that in just one hour  C). I was a bit lost when trying to analyze the behaviour of leaves X)
Title: Re: Knytt Stories DS - Help required (Info from Source!)
Post by: Looki on June 18, 2009, 19:21:16
You're welcome.

I've got a question - how do you rip the graphics? Do you take screenshots? I imagine that to be really annoying... so, if you lack of graphics, I could get them from KS' source and collect them all for you if you need. ;)
Title: Re: Knytt Stories DS - Help required (Info from Source!)
Post by: rrc2soft on June 18, 2009, 22:25:22
I've got a question - how do you rip the graphics? Do you take screenshots? I imagine that to be really annoying... so, if you lack of graphics, I could get them from KS' source and collect them all for you if you need. ;)

Don't worry - Nifflas already did that job  :) .
Thanks anyways!!!!  C)p
Title: Re: Knytt Stories DS - Help required (Info from Source!)
Post by: Looki on June 18, 2009, 23:13:06
All right. You're welcome! Really looking forward to playing KS on my DS ;)
Title: Re: Knytt Stories DS - Help required (Question 2!)
Post by: rrc2soft on June 24, 2009, 00:02:58
New question posted! (check the beginning of the thread  ;) )
Title: Re: Knytt Stories DS - Help required (Question 2!)
Post by: Purple Pineapple on June 24, 2009, 01:05:26
QUESTION 2:
Red flower: If Juni is closer than 200 pixels, every 00"-58, shoot a seed at speed between 30 & 59 inclusive.

Timed flower: Every 02"-65, toggle attack. Every 00"-15 when attacking, shoot a seed at speed 30 - 59, and set deceleration to 20

Grey flower: Set recurring countdown from 175 to 0. "Always" subtract 1. When 0, shoot seeds of speed 20 - 59.

Seed is pinball movement, gravity 10, initial speed 50, deceleration 10, and direction \ or /.

Homing flower: Every 02"-15, attack for 45 "always." During attack, make flower glow. Shoot homing bullet at 1.

Homing bullet: Two variables, "X Speed" and "Y Speed" are added to the X, Y positions "always." If on left of Juni, add .05 to X Speed. If on right, subtract the same amount. Same for Y.

Fire flower: If Juni closer than 270 pixels, open. If Juni farther than 285, close. Every 00"-16 during attack, shoot fire ball at speed 30 - 59, direction from NW to NE.

Fire ball: same as seed.
Title: Re: Knytt Stories DS - Help required (Question 2!)
Post by: rrc2soft on June 24, 2009, 08:18:56
 <3 Thanks!  <3
The leaves/snow/others are already implemented, now is time to become a gardener!  C)
Title: Re: Knytt Stories DS - Help required (Question 3!)
Post by: rrc2soft on July 11, 2009, 14:38:55
All flowers implemented, now it's trap time!~
(As usual, thanks in advance!)
Title: Re: Knytt Stories DS - Help required (Question 3!)
Post by: Purple Pineapple on July 11, 2009, 23:19:04
QUESTION 3:

white spike rectangle: Always moves up at 1 pixel. When hits ground, moves down at 2 pixels.

grey square: 0 = up, 1 = left, 2 = down, 3 = right. Change direction when hits layer 3: turn left or right. Moves 1 pixel "always"

white square: 0 = down, 1 = right, 2 = up, 3 = left. Change direction when hits layer 3: turn left or right. Moves 2 pixels "always"

red square: 0 = down, 1 = right, 2 = up, 3 = left. Change direction when hits layer 3: turn left or right. Moves 1 or 2 pixels "always"

floor shooter: If x position less than 5 pixels from character, shoot and set shot delay to 200. "Always" subtract from shot delay. When 0, shoot glow at 6 pixels "always"

ceiling shooter: If x position less than 72 pixels from character, shoot and set shot delay to 200. "Always" subtract from shot delay. When 0, shoot glow at 4 pixels "always"

ceiling dropper: When x position of Juni less than 12 pixels away, drop. If moving down less than 9 pixels "always, add 1 to the number of pixels moving down.

spikes: calculate distance from player in pixels with Pythagorean theorem. If less than 60, retract spikes. If more than 100, expand spikes.
Title: Re: Knytt Stories DS - Help required (Question 3!)
Post by: Kasran on July 12, 2009, 19:02:46
spikes: calculate distance from player in pixels with Pythagorean theorem. If less than 60, expand spikes. If more than 100, retract spikes.
Fix'd.
Title: Re: Knytt Stories DS - Help required (Question 3!)
Post by: Purple Pineapple on July 12, 2009, 19:48:10
Kasran's correct. X)
Title: Re: Knytt Stories DS - Help required (Question 3!)
Post by: rrc2soft on July 12, 2009, 21:34:49
*Bows!* Lots of thanks!  C)p
Title: Re: Knytt Stories DS - Help required (Question 3!)
Post by: rrc2soft on August 15, 2009, 16:51:38
New question! Help me to program KSDS in a Chinese train!  C)
Title: Re: Knytt Stories DS - Help required (Question 4!)
Post by: Looki on August 15, 2009, 18:21:04
Sure. I'll be able to give you information within the next 30 mins.
Title: Re: Knytt Stories DS - Help required (Question 4!)
Post by: Purple Pineapple on August 15, 2009, 18:29:15
Note that I have researched a bit about MMF2 and it seems that there is something ("soul"... or something) that describes the behavior of entities. On the feedback, it is possible to describe me how that "soul" works for the critters?
I'll let Looki get this one, but I can tell you that this "soul" is simply the behavior of a certain object.
Title: Re: Knytt Stories DS - Help required (Question 4!)
Post by: Looki on August 15, 2009, 19:09:30
Thanks , Purple Pineapple.  ;)

Every disc's startup direction is chosen randomly between left and right.
Touching 11:4 and 11:5 will make Juni splode.

11:1
Every 00"30, speed = rand(3)*3
Every 00"88, direction = <--- or ---> (you'll probably use -1 and 1)
11:2
Every 00"55, speed = rand(3)*3
Every 03"00, one instance (at random) spawns 17 white shockwaves. The disc stops moving.
Each shockwave's direction in degrees is their index (0-based) /11.25*360.
Their speed is 30 and the deceleration is 20. I'm not sure what that means, sorry.
If they stop or collide with a tile, they get destroyed.
11:3, 11:4
Every 00"35, speed = rand(3)*4
Every 00"65, direction = <--- or --->
11:5, 11:8
Every 00"35, speed = rand(3)*3
Every 00"65, direction = <--- or --->
11:6
Every 01"27, speed = 5+rand(2)*4
Every 02"22, one instance (at random) spawns 17 white shockwaves. The disc stops moving.
The shockwave's speed is rand(35)+20. For the rest, see 11:2.
11:7
Every 00"45, speed = rand(4)*4
Every 01"65, direction = <--- or --->
11:9
Every 01"27, speed = 5+rand(2)*4
Every 03"00, one instance (at random) spawns 17 green shockwaves. The disc stops moving.
Each shockwave's direction in degrees is their index (0-based) /11.25*360.
Their speed is 35, their gravity is 12. They die when they collide with the umbrella or a tile.
11:10
Every 00"45, speed = rand(3)*9
Every 01"77, direction = <--- or --->
Title: Re: Knytt Stories DS - Help required (Question 4!)
Post by: rrc2soft on August 16, 2009, 14:53:41
 <3 <3 <3

Regarding speed and deceleration, don't worry, I already deciphered that from previous particle behaviour (In the end, didn't  :sad:) .
Title: Re: Knytt Stories DS - Help required (Question 4!)
Post by: rrc2soft on September 03, 2009, 20:57:36
Moar questions! This time, bank 13... those robots are soooo difficult to decipher  :sigh: (note that some parts from this bank are already implemented).
Title: Re: Knytt Stories DS - Help required (Question 5!)
Post by: Purple Pineapple on September 04, 2009, 01:24:56
Shot: MMF's pinball movement

Red shooter: "always" count up to 200. When between 10 and 90, create a shot at that speed with gravity from 10 to 14.

Green shooter: "always" count up to 200. When between 10 and 40, create a shot with gravity 10 to 14, and speed=(distance in x coordinates from Juni to shooter/8)-13-(random number from 0 to 5)

Moving laser: Moves left at speed 8 until hits wall, then moves right at speed 16 until hits wall.

Square robot: Count down from 150. When at 0, reset countdown and place big glowing blue ball on one of these. Set one value of this to 1 or -1, and set the other to -3 or -4.

Big glowing blue ball: "Always" add first value to x position, add second value to y position, and add one to second value.

Black raining robot: Every 02"-00, move to either side based on Juni's relative position. "Always" countdown from 112. When countdown is less than 60, create a shot within 8 pixels of the object and set its gravity to 10 to 14.

Roller: Shoots every 48 "always"s. Shot moves at MMF speed 25.

Other robot: Path follower:
Spoiler: (click to show/hide)

Black shooter: Every 00"-68, create a shot with gravity 20 to 22, and speed=(distance in x coordinates from Juni to shooter/10)-36-(random number from 0 to 2)
Title: Re: Knytt Stories DS - Help required (Question 5!)
Post by: rrc2soft on September 04, 2009, 10:52:29
Thanks again  C) .
Title: Re: Knytt Stories DS - Help required (Question 6!)
Post by: rrc2soft on September 06, 2009, 20:45:12
New Question!
BTW, Things are going more smoothly than I though  C)p. Probably a Beta version (= all critters implemented, "all" KS <1.1 levels playable) will be released around December.
Title: Re: Knytt Stories DS - Help required (Question 6!)
Post by: Purple Pineapple on September 06, 2009, 22:43:09
QUESTION 6:

Red blob: When not moving, randomize direction and set speed from 12 to 15. Deceleration is 9.

Green worm: When not moving, randomize direction and set speed to 6. Deceleration is 9.

Purple snail: Every 01"-55, set speed to ((0 or 1)*2)*(0 or 1). Every 12"-05, randomize direction. No deceleration.

Red worm: Every 00"-88, set speed to ((0 or 1)*2)*(0 or 1). Every 09"-09, randomize direction. No deceleration.

Black bouncer: Every 00"-70, set speed to (5+(0 or 1)*5)*(0 or 1). Every 04"-00, randomize direction left or right. No deceleration.

Black worm: Every 00"-95, set speed to ((0 or 1)*2)*(0 or 1). Every 08"-09, randomize direction. No deceleration.

Tall black bouncer: Every 01"-00, set speed to (5+(0 or 1)*5)*(0 or 1). Every 05"-00, randomize direction left or right. No deceleration.

Squirrel: Every 01"-12, if not moving, randomize left/right direction. Always count down from 200. When reach 0, reset countdown, turn towards player, and set speed to 15. Deceleration is 12.

Deadly squirrel: Every 01"-12, if not moving, randomize left/right direction. Always count down from 200. When reach 0, reset countdown, turn towards player, and set speed from 22 to 31. Deceleration is 12.

Stationary black bouncer: Every 01"-85, either blink, bounce, or crouch.

Running brown log: Every 01"-28, if not moving, randomize left/right direction. Always count down from 200. When reach 0, reset countdown, randomize direction, and set speed 15. Deceleration is 12.

Happy mustard bouncer:
Spoiler: (click to show/hide)

Green runner small:
Spoiler: (click to show/hide)

Green runner large:
Spoiler: (click to show/hide)

Brown snail: Every 02"-12, set speed to ((0 or 1)*2)*(0 or 1). Every 14"-09, randomize direction. No deceleration.

Floor spiker: Use Pythagorean theorem to calculate distance from player. When less than 80, expand. When more than 100, contract. 1 in 100 chance: pick calm spiker and make him blink.



Ceiling spiker: Use Pythagorean theorem to calculate distance from player. When less than 120, expand. When more than 140, contract. 1 in 100 chance: pick calm spiker and make him blink.

Pop-up spiker: Use Pythagorean theorem to calculate distance from player. When less than 100, pop up. When more than 130, go down.

Pop-up blob: Same as ^

Floor shooter: "Always" countdown from 500. When greater than 50, play animation stopped. When less than 50, flash. When countdown finished, create 25 white bullets with speed from 5 to 10 and direction from straight left to straight right. Every 02"-25, blink.

Left wall shooter: "Always" countdown from 410. When greater than 50, play animation stopped. When less than 50, flash. When countdown finished, create 25 white bullets with speed from 5 to 10 and direction <. Every 02"-25, blink.

Ceiling shooter: "Always" countdown from 480. When greater than 50, play animation stopped. When less than 50, flash. When countdown finished, create 25 white bullets with speed from 5 to 10 and direction from straight left to straight right. Every 02"-25, blink.

Left wall shooter: "Always" countdown from 400. When greater than 50, play animation stopped. When less than 50, flash. When countdown finished, create 25 white bullets with speed from 5 to 10 and direction >. Every 02"-25, blink.

White bullet: Speed 10, deceleration 3
Title: Re: Knytt Stories DS - Help required (Question 6!)
Post by: rrc2soft on September 07, 2009, 09:01:46
 :juni: - Thanks for helping me!
Title: Re: Knytt Stories DS - Help required (Question 7!)
Post by: rrc2soft on October 03, 2009, 16:56:49
New question... again!  ;)

BTW, Purple Pineapple, Looki, Kasran: Do you want to appear in the KSDS credits by your nicknames, or by your real names? (example of real name: Rodrigo/Ramon "rrc2soft" Roman)

If you want your real names to appear, send them to me on a PM  ;) .
Title: Re: Knytt Stories DS - Help required (Question 7!)
Post by: Purple Pineapple on October 03, 2009, 20:42:08
QUESTION 7:

Floor walking spitter: Every 01"-00, randomize flag. When on, randomly set speed from 8 to 12 and direction left or right. When off, set speed to 0 and countdown from 25. When countdown hits 0, and not walking, create 10 white bullets at a random floor walking spitter.

Floor spiking walker: Every 01"-00 randomly set speed to either 0 or 12. Every 04"-26 randomize direction.

Water spitter: Pick one and countdown from 150. When finished, reappear and animate from first frame. On frame 18 of animation, shoot 8 white bullets from \ to / of speed 20 to 59. When animation over, make invisible.

Floor spitter: When closer than 200 pixels to Juni, Change animation to "shooting." When "shooting," and Juni farther than 220 pixels, animate "falling." Every 00"-16 when shooting, create white bullet at random spitter, set direction from NW to NE, and speed from 30 to 59.

Ceiling spitter: When closer than 250 pixels to Juni, Change animation to "shooting." When "shooting," and Juni farther than 280 pixels, animate "falling." Every 00"-32 when shooting, create white bullet at random spitter, set direction from SW to SE, and speed from 0 to 19.

Floor ninja: Every 01"-00, toggle flag. When off, walk at speed 14. When on, stop moving, face player, and shoot ninja star from 22.5O to 45O. When shooting animation over, set flag off.

Wall ninja right: Always add "Y Speed" to y position. When hit wall, Set "Y Speed" to 0-"Y Speed" and move up or down twice "Y Speed" (to get out of wall) Every 01"-50, set "Y Speed" to 0 and shoot ninja star from 135O to 157.5O. When shooting animation over, animate "stopped," and set "Y Speed" randomly to 1 or -1.

Wall ninja left: Always add "Y Speed" to y position. When hit wall, Set "Y Speed" to 0-"Y Speed" and move up or down twice "Y Speed" (to get out of wall) Every 01"-65, set "Y Speed" to 0 and shoot ninja star from 22.5O to 45O. When shooting animation over, animate "stopped," and set "Y Speed" randomly to 1 or -1.

Black spiker: When not spiked, and random(100)=0, make random spiker blink. When closer to Juni than 110, spike. When further than 140, unspike.

White bullet: Pinball movement: Gravity 12, initial direction straight down. Destroy on collision with umbrella.

Ninja star: Pinball movement: Gravity 18, initial speed 80. Destroy on collision with umbrella.
Title: Re: Knytt Stories DS - Help required (Question 7!)
Post by: Looki on October 06, 2009, 00:08:27
I didn't even expect to appear on the credits!
Well, whatever the majority prefers. If everybody has his real name in the credits and I'm the only one with my nick name, that would suck. :P
My real name is Lukas Meller.
Title: Re: Knytt Stories DS - Help required (Question 7!)
Post by: rrc2soft on October 06, 2009, 19:56:52
I didn't even expect to appear on the credits!

Oh, come'on, you all are helping me a lot to make KSDS more faithful to the original. It is fair that the credits have a "Special Thanks to" section  ;) .

Well, whatever the majority prefers. If everybody has his real name in the credits and I'm the only one with my nick name, that would suck. :P

Actually, you are the only one who wrote it  ;) . *Changes the credits to put your real name*
Title: Re: Knytt Stories DS - Help required (Question 8!)
Post by: rrc2soft on October 18, 2009, 01:23:24
New question! Whomever answers will get a cookie  :^^:
Title: Re: Knytt Stories DS - Help required (Question 8!)
Post by: Purple Pineapple on October 18, 2009, 06:36:46
QUESTION 8:

4/1,2,and13: Set 'hunting' to 1 if position further from player than 4 pixels. When hunting, move 1 pixel every "always" towards Juni. Stop at ground.

4,8: Set 'hunting' to 1 if position further from player than 4 pixels. When hunting, move 1 pixel every 00"-03 towards Juni. Stop at ground.

Purple floor chaser: Set 'hunting' to 1 if the following conditions are met: Y position less than Juni's Y + 36. Y position more than Juni's Y - 12. X position less than 4 away from Juni's X. Whilst hunting, move 3 pixels towards Juni every "always" Stop at ground.

Dark red floor chaser: Same as ^, but move 2 pixels towards Juni

Purple floor chaser: Same as ^ and ^^, but move 1 pixel.

Floor fire spitter: Set 'hunting' to 1 if X position further from player's X than 4 pixels. Follow player at one pixel an "always." If touch right wall, set wall touch to 1. If touch left wall, set wall touch to -1. Every 01"-88, when closer to player (by X coordinate) than 200: Shoot fire ball from 78.750 to 101.250. If wall touch doesn't equal 1, shoot fire from 33.750 to 56.250. If wall touch doesn't equal -1, shoot fire from 123.750 to 146.250.

Ceiling fire spitter: Set 'hunting' to 1 if X position further from player's X than 4 pixels. Follow player at one pixel an "always." If touch right wall, set wall touch to 1. If touch left wall, set wall touch to -1. When closer to player (by X coordinate) than 100, countdown from 80. When countdown hits 0: Reset countdown. Shoot fire ball from 78.750 to 101.250. If wall touch doesn't equal 1, shoot fire from 303.750 to 326.250. If wall touch doesn't equal -1, shoot fire from 213.750 to 236.250.

Fireball: MMF's pinball movement: Gravity 10. Deceleration 10. Speed 50.

Floor spider: Movement is MMF's bouncing ball. Speed is 0 unless position between player Y - 4 and player Y - 8. Then, 40.

Left wall spitter: Every 02"-15 pick random one to shoot. When finished shooting, set direction randomly to up or down and speed to 1 pixel/"always"

Right wall spitter: Every 01"-96 pick random one to shoot. When finished shooting, set direction randomly to up or down and speed to 1 pixel/"always"


If no one does objects 12-22, I'll get them in the morning.
Title: Re: Knytt Stories DS - Help required (Question 8!)
Post by: Purple Pineapple on October 18, 2009, 20:57:08
QUESTION 8 part 2:


Red/orange floor spitters: Movement is MMF's bouncing ball. Every 01"-00 toggle flag. When set on, set speed randomly from 8 to 12.  When off, look towards player and countdown from 25. When finished counting, shoot fireball with direction 3, 4, or 5 (11, 12, or 13 facing left) and speed (20 + (X distance from player/5) + (Y distance from player/5)).

Fire ball: MMF's pinball movement, gravity 18. Dies on collision with umbrella.

Red floor spider: One chance in three, and every 00"-75, move at speed 30. When hit wall, stop and change direction.

Caterpillar: Movement is MMF's bouncing ball. Every 01"-00 toggle flag. When set on, set speed randomly from 8 to 12.  When off, look towards player and countdown from 25. When finished counting, create white bullet at action point.

White bullet: When to left of player, subtract 1 from X Speed. When to right, add 1. When above player, subtract 1 from Y Speed. When below, add 1. Destroy on collision with umbrella.

Hedgehog: Movement is MMF's bouncing ball. Every 02"-00, randomize direction. Every 00"-60, set speed randomly to 0, 0, 5, or 10.

Spiker: Set player distance to X difference + Y difference. When < 90, spike. When > 120, unspike.

3 shot walker: Set player distance to X difference + Y difference. When < 140, shooting. When > 160, walking. When walking: Movement is MMF's bouncing ball. Every 00"-76 set speed randomly to 0 or 10. Every 02"-00 face player. When shooting: Set countdown randomly from 60 to 79. "Always" subtract 1. When hit 0, shoot fire balls direction 7,8,or9 and 4 and 12, speed 30 to 59.

5 shot walker: Set player distance to X difference + Y difference. When < 140, shooting. When > 160, walking. When walking: Movement is MMF's bouncing ball. Every 00"-84 set speed randomly to 0 or 10. Every 01"-90 face player. When shooting: Set countdown randomly from 60 to 79. "Always" subtract 1. When hit 0, shoot fire balls direction 7,8,or9 and 4 and 5 and 11 and 12, speed 30 to 59.

*same fireball movement as first post

Black right wall walker: Every 02"-15 pick random one to shoot. Shoot 3 bullets at 14, 16, and 18. When finished shooting, set direction randomly to up or down and speed to 1 pixel/"always"

Black left wall walker: Every 02"-15 pick random one to shoot. Shoot 3 bullets at 30, 0, and 2. When finished shooting, set direction randomly to up or down and speed to 1 pixel/"always"

Title: Re: Knytt Stories DS - Help required (Question 8!)
Post by: rrc2soft on October 25, 2009, 21:24:24
A bit late, but thanks - again. All your help here is priceless *bows*
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: rrc2soft on October 31, 2009, 01:30:52
Question 9 posted! Hopefully soon, all critters will be implemented  C)p... although there are maaaaany things to do before finishing KSDS  :oops:.
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: Saml on November 29, 2009, 05:09:08
I am in the process of translating the code from question nine into a text file Will be done soon, possibly later.


EDIT: Shift stuff done, but not specific enough. Gonna finish up others first.
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: rrc2soft on November 29, 2009, 12:47:54
LOTS of Thanks!!!!!!!!!!!!!
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: Saml on November 29, 2009, 18:08:41
Oh, and rrc2soft, do you need any sprite extracts? Or are you using reshack or something to get the images out of the exe?
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: rrc2soft on November 29, 2009, 18:36:05
Don't worry, nifflas provided me with everything I need in terms of sprites (and music and...)  :^^: . He has been really supportive from the very beginning.
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: Saml on November 29, 2009, 21:35:05
Okay, done w/flyers. Images for the path movements attached.

Behaviors:

8, 13, 23: Always set direction to current direction plus ((random out of three) minus one)
Always set speed to current speed plus ((random out of 13) minus five)
Always set semitransparency to current value plus ((random out of 41) minus 20)
Bounce on collision w/backdrop. (reverse direction, then randomize a small amount)
If it's out of the play area, orient towards center of play area.

25: Has a looping path movement. Nodes:
1: speed 10
2: speed 8
3: speed 6
4: speed 4
5: speed 2
6: speed 1
7 is the end, from there looking at it can tell you how long the pause at the beginning is, etc...
It also checks to see where the player's believed position is and sets the sprite to face towars it.

26: Has an arc-shaped path movement, nothing else. All nodes are speed 10.

27: Has a slightly similar path movement to 26, in the opposite direction. nothing else. All nodes speed 20.

28: Every 80/100ths of a second, set speed to (eight plus random out of six) times random out of two.
Every four and 1/10th seconds, set direction to either left or right.

29:Path movement, nothing else. Nodes:
1: speed 8
2: speed 6
3: speed 4
4: speed 3
5: speed 4
6: speed 4
7: speed 3
8: speed 3
9: speed 4
10: speed 6
11: speed 8
12: speed 8
13: speed 6
14: speed 4
15: speed 3
16: speed 3
17: speed 4
18: speed 6
19: speed 8
20: speed 6
21: speed 4
22: speed 4
23: speed 6
24: speed 4
25: end. Loops back.

30: Every three and 15/100th seconds, set animation to either of three sequences: blink, crouch or yawn, and set direction to either left or right.
Force animation frame to 0, and restore animation frame.

31: Loops across the playing field after exiting on either side, setting its speed to four plus random out of five.

32: When it believes itself to not be overlapping the player or the hologram, (if activated), it sets its speed to 20 and sets its direction towards the player's believed position.
When overlapping the player's believed position, it sets its speed to 7.
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: Saml on November 29, 2009, 22:17:08
Done w/decorations!

Behaviors:

10: Initially set OriginalX to its x position, same for Y pos.
then every quarter second, set X position to OriginalX plus random out of 13 minus six, same for Y pos,
and also set the animation to a random sequence out of the 4 available.

17: Initially, start loop "Mega Bomb Explode" 32 times, then start it 32 times another 2 times. (so it would start 32, then start another 32, than start one more set of 32.)
On the loop "Mega Bomb Explode", create a particle at the original object's coordinates,
then set that object's direction to the number of loops in the group of 32 that have passed, (not the total number of loops so far),
and set the particle's speed to fifty plus random out of 40.
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: Saml on November 29, 2009, 22:42:36
Done w/bouncers!

Behaviors:

4: Has MMF's default pinball movement.
Initially set internal value originY to its Y position.
Always set value PlayerXDistance to the absolute value of the object's x coordinate minus the player's x coordinate.
If the player is close enough and the player jumps WITHOUT the double-jump power-up, perform a small jump with upward speed 40 and gravity 48.
If the player is close enough and the player jumps WITH the double-jump power-up, perform a bigger jump with upward speed 58 and gravity 35.
Also, when the creature hits the ground, play the bounce sample on a new channel, and update the channel to play the sound on for the next bounce.

6: Same as the first, except it walks around and does not use pinball movement. (So the speed values I say aren't MMF speed values.)
Every one and 15/100th seconds, set X speed to random out of 3 minus one.
If the object is not in the air, add x speed to the x position. If the object is not in the air and has collided with an obstacle, reverse the X speed and update position.

7: Same as the last one, except it does not bounce only when the player jumps. Once every quarter second, if a random value out of eight equals zero, it jumps.
Title: Re: Knytt Stories DS - Help required (Question 9!)
Post by: Saml on November 29, 2009, 23:42:38
Done w/ghosts!

Behaviors:

For all ghosts, it has to be noted that their semitransparency is constantly set to the max of the current semistrans value plus random out of 10 minus five, and eighty.
They are only spawned if the player has the ghost powerup.

6: Every 3 seconds, toggle internal flag 0.
If internal flag 0 is off, create a particle at the object with a random x coordinate on any one of the objects every 62/100ths of a second.
If internal flag 0 is on, create a particle at the object with a random x coordinate on any one of the objects every 2/10ths of a second.
It is constantly moving, and it turns if (this is where I have no clue what is going on) internal flag 31 is on.
Then it turns flag 31 off.
So I can't really explain how that works, because I have no idea how flag 31 is even set on in the first place.

Anyway, 9 is the same as 6 'cept it doesn't drop particles, and I still can't explain how either of them turn, so you should either ask Nifflas or approximate the movement.

12: It basically just has 2 values, Time to Drop, and Drop Countdown.
It always subtracts one from whichever has not reached 0.
After every drop, Time to Drop is set to forty plus random out of forty.
When Time to Drop reaches 0, Drop countdown is set to thirty.
When drop countdown reaches 0 it starts the drop animation and creates a drop. Drops are the same particles as 6 uses.

13: When the player is on the same level as it, it looks towards the player and adds 3  or subtracts 3 from its x position.
When it is overlapping the backdrop, but still moving it counteracts the movement by adding the opposite to its x position.
For example, if it were going left by adding -3 to its x position and it was hitting a wall, it would add +3 to its x position.

14:When the player is near, it makes 25 rock particles along its base (with the pinball movement, directions either 5,6,7,9,10, or 11, speeds six plus random out of 16) and rises.

15: Always move by adding 2 or -2 to the x position, depending on the intended direction.
While overlapping a backdrop, add 2 to the semitransparency.
When within 10 pixels of the playing area edge, reverse movement.
While within 100 pixels of the player's x coordinate and not already divebombing, divebomb the player.
Divebombing entails setting the value Y speed to three plus (random out of six times two), and always adding the y speed to the current Y pos.
While divebombing, subtract from the Y speed until the object returns to its original Y position (stored in a value.)

16: This one just has a path movement, nothing else.
Nodes:
1: Speed 8
2: Speed 8
3: Speed 8
4: Speed 8
5: Speed 8
6: Speed 8
7: Speed 8
8: Speed 7
9: Speed 5
10: Speed 3
11: Speed 3
12: Speed 8
13: Speed 5
14: Speed 7
15: Speed 8
16: Speed 8
17: Speed 8
18: Speed 7
19: Speed 5
20: Speed 4
21: Speed 3
22: Speed 3
23: Speed 5
24: Speed 7
25: Speed 8
It has a pause, and it loops. Just like the birds earlier
Title: Re: Knytt Stories DS - Help required (Question 10!)
Post by: rrc2soft on December 20, 2009, 00:52:55
Last question posted!

...and BIG thanks to everyone in this thread! You all made KSDS possible  C)p
Title: Re: Knytt Stories DS - Help required (Question 10!)
Post by: Purple Pineapple on December 20, 2009, 05:13:56
Juni is not actually doing the movement. Instead, it is an 11 by 17 rectangle. The rectangle is programmed according to the platform movement object:

Shifts:
Not really much to say about this either. There are a ton of commands in the ini. But all of them are pretty simple. All a shift is is a position change..    ... That probably didn't help a bit. :P