Nifflas' Support Forum

Being Creative => Nifflas' Sources => Topic started by: Purple Pineapple on December 25, 2009, 01:59:01

Title: KS mod, ACO
Post by: Purple Pineapple on December 25, 2009, 01:59:01
IMPORTANT: Do not unzip this folder into your KS folder. It is uploaded here as a separate, independent folder.
Okay.. It's a Knytt Stories mod, e.g. a mod(ified version) of Knytt Stories. That means I took the source from KS and changed it. 9_9 I really don't know what else there is to say. I can post a features list, but it will take some time because I accidentally deleted the old one. Basically what you do is doanload it and play it like Knytt Stories, except you can do more with it than Knytt Stories.

Spoiler: Download (click to show/hide)

Spoiler: Added in version 1.1.0 (click to show/hide)
Spoiler: Added in version 1.2.0 (click to show/hide)


Spoiler: FAQ (click to show/hide)
Title: Re: KS mod, ACO
Post by: Exp HP on December 25, 2009, 08:17:07
I'm confused. I don't know what this is.

EDIT: The description you added is good.
Title: Re: KS mod, ACO
Post by: LPChip on December 25, 2009, 11:43:53
Indeed.

Please add a proper description of what this is. Many people will not download just because there's a download link. Don't be lazy and at least write what this is.

If this topic lacks this information next week, I'll remove the topic.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on December 25, 2009, 21:11:43
I'll try. :/
Title: Re: KS mod, ACO
Post by: TechnoGeek on December 25, 2009, 22:06:00
download link? what download link?/me is not seeing a download link.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on December 25, 2009, 22:23:04
Sorry! I accidentally deleted it while changing the post. It'll take a while to re-upload.
Title: Re: KS mod, ACO
Post by: LPChip on December 25, 2009, 22:40:15
Can you also add a features list? thats what this is all about. Just that its a mod is not enough, that was clear already...
Title: Re: KS mod, ACO
Post by: Purple Pineapple on December 25, 2009, 22:45:19
EDIT: Whew. Got it.
Title: Re: KS mod, ACO
Post by: LPChip on December 26, 2009, 00:44:39
Nice :)
Title: Re: KS mod, ACO
Post by: Firecat on December 26, 2009, 06:03:30
✘ Time to disaprove  :^^::
  • 254:2, Deathify tile
       Make anything kill (Please don't use this on custom objects.)
  • 254:3, Angelic tile
       Make anything friendly
Does not work for me  >(

  • Stats
       Once you have beaten a level (e.g. hit a win tile) the corresponding button for that save slot will turn blue. Furthermore, if your info picture is blank in the area just right of the saveslots, it will display time playing and number of deaths.
(See bolded)  >( >(

Also, your test level its very hard  >( >( >(

Title: Re: KS mod, ACO
Post by: Purple Pineapple on December 26, 2009, 07:43:33
Does not work for me  >(
Expected as much. They were added at a last minute addition and I never really had time to test them.

(See bolded)  >( >(
I know. Unfortunately, you can't put strings in front of imported pictures. Not even if you use a higher layer. EDIT: I meant to say transparent, not blank.

Also, your test level its very hard  >( >( >(
I got carried away. C)



Wow. 5/9 posts anti-topic/criticism. 3/9 by me.
Nice :)
1/9 actually makes me feel this was worthwhile. Thanks, I think.
Title: Re: KS mod, ACO
Post by: smeagle on December 26, 2009, 10:16:55
That is AWESOME!!!
now for people to make a Cool Level!  X-P
Title: Re: KS mod, ACO
Post by: Firecat on December 26, 2009, 17:00:49
Quote
Wow. 5/9 posts anti-topic/criticism. 3/9 by me.
✔ Aproving time! C):
Quote
  • Simplified level selection
       No more having to mash on the mouse to get a level on the last page. Now simply click the jump to last page button, or drag the trackbar.
:D
Quote
  • Installation complete
       While waiting for a large KS level to install, you might be tempted to do something else. It the download finishes while your away somewhere, KS will flash its title bar (the little bar at the bottom of the screen)
:D :D
Quote
While the ALT menu is open, you can view your current flag states. You can also see your powerups by holding q (I didn't change this). To toggle a flag or power-up, simply click it in the appropriate menu.
Quote
  • Test level with certain flags
  • Set starting position with certain flags
:D :D :D
Quote
         
  • Display correct lock solution
                     While testing your level, correct buttons presses (the ones with 8 different states) will turn up green
:D :D :D :D
Quote
Spoiler: Long text (click to show/hide)
<3




Title: Re: KS mod, ACO
Post by: Purple Pineapple on December 30, 2009, 20:04:58
Quote
  • Test level with certain flags
  • Set starting position with certain flags
:D :D :D
I wouldn't mind if you tested this. I'm not 100% sure it works.
Title: Re: KS mod, ACO
Post by: The stickman on December 30, 2009, 20:32:24
Wait, so you can put death collision boxes on COs now? (Or regular collision boxes for that matter...)
Non-shift boss battle anyone?
Title: Re: KS mod, ACO
Post by: Firecat on December 30, 2009, 21:14:24
It will be a square of the size of the CO, but doesnt matter considering the new CO movement. (BTW PP you should add pinball movement for bullets)
Title: Re: KS mod, ACO
Post by: Purple Pineapple on December 30, 2009, 22:19:08
Rectangle, actually. *pinball movement added to 2 do list.*
Title: Re: KS mod, ACO
Post by: kaizoman666 on January 03, 2010, 17:05:11
Is there any way to merge this with Looki's editor mod?
Title: Re: KS mod, ACO
Post by: Looki on January 03, 2010, 19:00:56
What do you mean by 'merge'? Just put my level editor in the Knytt Stories folder, it's not possible to have both editors' features at the same time though.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on January 03, 2010, 19:56:42
I think both editors (Looki's and mine) are used for interactivability.. or something like that. So long as you have the tiles from bank 254 (either Blox's or mine), you can use the editor and still have them work in the game (Blox's or mine). Did that make any sense?
Title: Re: KS mod, ACO
Post by: Purple Pineapple on January 17, 2010, 20:22:45
Have you made a tile that's passable to Juni and impassable to sprites yet? That would be exceptionally useful...
No, actually. There's one like that in Blox's KS mod, which can be found here. (http://nifflas.lpchip.nl/index.php?topic=761.0) Unfortunately, as Nifflas mentioned earlier, to make one would mean re-making a good part of the object behaviors. I know not how Bloxmaster accomplished it, but it seems to be what he did. The fact that certain bullets bounce off those walls, rather than are destroyed by them hints towards a remake of most of the behaviors, but I'm not certain.
Title: Re: KS mod, ACO
Post by: Looki on January 17, 2010, 23:33:45
In a very old mod of mine that I never really released, I had such tiles as well. What I did was just add a collision event to ALL of the objects' behaviours. It took me some time but it works fine.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on January 17, 2010, 23:48:09
Just as I suspected.
Title: Re: KS mod, ACO
Post by: Pumpkinbot on January 22, 2010, 01:02:59
I love you. :D *downloads*

:hiddenstar: to Purple.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on January 22, 2010, 05:03:08
Hoh, so someone is still interested in this. In that case, I'll finish up version 1.1.0
Title: Re: KS mod, ACO
Post by: JC Grim the 'crete reaper on January 23, 2010, 17:15:38
Hoh, so someone is still interested in this. In that case, I'll finish up version 1.1.0

I check this at least twice a day, everyday when I visit the site. I have certain threads I check daily... I just don't always have something to say. :)
Title: Re: KS mod, ACO
Post by: Sendy on January 23, 2010, 20:36:05
I'm also very interesed in this and may use it for a future level, if there is enough stability/support. Some of these features I wish were in the original KS.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on January 25, 2010, 01:32:24
*bump* I'm releasing v 1.0.5. About the only thing I added was warp saves. The loop music tile is now invisible during gameplay. So are the other two in bank 254. I played around with them a bit too, but it's not working very well. Anyway, I also added one bouncy fish! Bank 18, object 255. It really only works on a solid green background, though. that will be fixed by v 1.1.0.

http://www.sendspace.com/file/psxv7h
Title: Re: KS mod, ACO
Post by: Sendy on January 27, 2010, 22:17:36
I'm downloading to have a looksie. Don't want to get sidetracked from my main opus too much, but I will report my findings.
Title: Re: KS mod, ACO
Post by: AClockworkLemon on January 27, 2010, 22:43:09
I think this mod has some really good functionality, however I am already using KSA for my knytt stories stuff. maybe you should get in touch with BloxMaster to see if you could combine the two programs. Now THAT would end with an AWSMOE program!
Title: Re: KS mod, ACO
Post by: Purple Pineapple on January 28, 2010, 03:34:35
Please do not expect any further updates regarding KSA. I have many other projects now, and have basically moved on to other things. If you have questions regarding KSA, please ask here, but do not expect me to answer. I will also not be releasing the source or other materials. Other KS mods may use concepts from KSA, but I would like any graphics that are not original KS or slightly modified KS graphics to not be used anywhere. (Example, the KSA logo which is 100% original). If Nifflas sees problems with this or would like the source, etc, I will comply. Note that I will not offer support for KSA anymore, if that concerns you, then I recommend using normal KS. To that end, tho, if you like KSA then please enjoy it. I may or may not release an already-half-way-done version of KSA, that is much better, but do not expect it. In the same such fashion, I may release the source at a later date. It's very much up in the air right now. I am very happy that people like this mod, and I'm sure everyone was waiting for a new version. I can't say you'll get one, I am very sorry. I would like to end this on the note that you will see more of my creations eventually, but like everything else, I don't know when. Farewell, and enjoy KSA as-is. \o_
:/
Title: Re: KS mod, ACO
Post by: AClockworkLemon on January 28, 2010, 05:25:38
I'll see what I can do about that  :shifty:
Title: Re: KS mod, ACO
Post by: BloxMaster on January 30, 2010, 01:40:39
Please do not expect any further updates regarding KSA. I have many other projects now, and have basically moved on to other things.
This still holds true, and I can say that I haven't touched KSA since November (and even then I only looked really). So basically I haven't edited it since I last posted in its topic. I'll take a moment to run through why it isn't likely to be merged into another mod: I still have to re-finish it, because remember the original Source got corrupt and I never finished the new version to replace it, I don't have the motivation to finish it so it could be re-released, and finally there is a lot of work involved with collaboration on it, which means a lot of time that I don't really have will be used, too. I could just release the source, but again, it isn't done, it's not commented, it's messy, and I would like to keep track it.

Having said all of that, it's possible to convince me to release the source. But my honest opinion is that I don't think I did anything that someone else couldn't do (maybe even better) in their own KS mod. I already have a lot of projects I have going, and KSA just isn't one. I would rather work on another one of my projects because I simply enjoy them more.

I haven't given up KS modding, and there is always a possibility of another KS mod from me. I have plenty of ideas but I can say that it just isn't going to be in KSA. I'm very happy that people still think about my mod, and I am sorry I could not keep up with it. If you have questions or comments please PM me, I'll see it. :)
Title: Re: KS mod, ACO
Post by: Purple Pineapple on January 30, 2010, 02:15:56
the original Source got corrupt
Ouch..
Title: Re: KS mod, ACO
Post by: victor12 on February 03, 2010, 10:49:07
i love you.
*throws a :hiddenstar: to Purple Pineapple*
EDIT:✘ WHERE ARE MY MAPS??!!??
Title: Re: KS mod, ACO
Post by: Purple Pineapple on February 04, 2010, 01:43:19
WHERE ARE MY MAPS??!!??
I beg your pardon?

EDIT: If you installed it to your knyttstories directory and clicked to replace all, it may have overwritten your levels. Alternately, it could have been placed in a sub folder in your Knytt Stories folder, and therefore be attempting to find your levels one level too low.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 18, 2010, 07:59:28
*bump* Version 1.2.0 is coming within 24 hours! Check the first post for updates.
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on April 18, 2010, 16:35:13
if only my computer was fast enough to use this :(
It would be cool if you added these
BANK 13
The red, green and black cannons that shoots at the direction of right.
A Left moving laser.
marble shooter that shoots at the direction of left
Maybe change the design of bank 254 from random colors to a color with a text saying "ACO Special Features"

This would make level editing a bit easier. Not that you have to do this...
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 18, 2010, 18:15:49
It would be cool if you added these
BANK 13
The red, green and black cannons that shoots at the direction of right.
A Left moving laser.
marble shooter that shoots at the direction of left

This would make level editing a bit easier. Not that you have to do this...
Good idea. I will try to put something like this in 1.4.01.3.0

Edit: Hooray! 1.2.0 is out.
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on April 18, 2010, 23:32:07
for the countdown timer, where in the ini file do i put this, If i want to have different timers, how does it work?
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 18, 2010, 23:48:34
You cannot have more than one unique timer in a screen. The start timer objects are controlled by a string in the ini screen. For example,
Code: [Select]
[x1000y1000]
Timer=Down
TimerStart=120
would start a 2 minute countdown triggered by hitting a start object in screen 1000,1000.

Edit: You can start a timer on any screen you want with the start object, but you must hit the end object before you can start another.
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on April 19, 2010, 00:02:54
You cannot have more than one unique timer in a screen. The start timer objects are controlled by a string in the ini screen. For example,
Code: [Select]
[x1000y1000]
Timer=Down
TimerStart=120
would start a 2 minute countdown triggered by hitting a start object in screen 1000,1000.

Edit: You can start a timer on any screen you want with the start object, but you must hit the end object before you can start another.

its not working, i put it with the sign A ini. Help me please
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 19, 2010, 00:15:35
I can't understand why. Could you post a screenshot of the screen in the editor and the ini code for that screen? Also, did you download version 1.2.0 from the first post?
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on April 19, 2010, 00:27:11
here it is
By the way, I wonder if LPChip would accept ACO Levels in the new level archive, i might be using ACO to level edit for now on, It has good features
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 19, 2010, 01:43:43
Hmm.. If you die right after triggering the timer, try setting the time obscenely high. It may be that I'm working in the wrong units. I shall investigate this farther.

P.S. I don't believe the death maker tile works other than to revert enemies that have been pacified.

P.P.S. You figured out how to use the angelic tile on liquid. C)
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on April 19, 2010, 01:50:08
Hmm.. If you die right after triggering the timer, try setting the time obscenely high. It may be that I'm working in the wrong units. I shall investigate this farther.

P.S. I don't believe the death maker tile works other than to revert enemies that have been pacified.

P.P.S. You figured out how to use the angelic tile on liquid. C)

it works, except when you test it without saving
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 19, 2010, 02:11:46
Right. It must be that I said seconds when I meant milliseconds or something. I'll hopefully release 1.2.1 tomorrow. Please wait until then to use this feature.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 19, 2010, 06:52:50

I was aware of this prior to my previous post, but one can still wish.

However, Blox DOES say
I have plenty of ideas but I can say that it just isn't going to be in KSA. I'm very happy that people still think about my mod, and I am sorry I could not keep up with it. If you have questions or comments please PM me, I'll see it. :)

... Maybe he'd be willing to share a few of these ideas? Working together is not always just sharing source code (and that can become quite a problem anyway).
I haven't seen Blox say anywhere that he is necessarily OPPOSED to sharing his ideas - from what I have seen, he seems to want to add to the Nifforum community in what ways he can. It's worth a shot, but I bet it would take someone worthy of sharing his ideas with for him to actually do so. You might be able to convince him, PP, especially if you successfully implement concepts from KSA (which he does, I recall, allow) such as jump through platforms, darkness/fog, timed shifts (which, I've noticed, you've already done!), and other similar things.

Anyway, it was just a slight hope. I realize it probably won't happen.
It's worth a try, right?

timed shifts (which, I've noticed, you've already done!)
This (and most of the features after version 1.0.0) were simply stuff I wanted to use in a level, so I thought, "Hey! I can just do it in my KS mod!" :P
Title: Re: KS mod, ACO
Post by: Dashster on April 19, 2010, 07:07:31
It's worth a try, right?

Totally! I just sent you a pm with a few suggestions, btw. Good luck in any conversations with Blox!
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on April 19, 2010, 13:29:34
could you please not add the feature where juni dies when she falls too far.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 20, 2010, 01:14:28
could you please not add the feature where juni dies when she falls too far.
I probably will not add that feature, but it's a possibility.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 20, 2010, 01:42:09
@PeppyHare: Hmm.. For whatever reason it works fine for me. Could you tell me in detail what goes wrong?
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on April 20, 2010, 01:57:06
@PeppyHare: Hmm.. For whatever reason it works fine for me. Could you tell me in detail what goes wrong?

It only screws up when i test the level without saving or when i start at the same screen as the time starter without saving
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 20, 2010, 03:49:09
It only screws up when i test the level without saving or when i start at the same screen as the time starter without saving
Interesting. So there's no actual problem other than testing?
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 29, 2010, 02:20:42
*bump*
Well, we ran into a major problem. I was just editing something with the reversed enemies (see here) (http://nifflas.lpchip.nl/index.php?topic=2458.msg37259#msg37259) and the sound disappeared. It just vanished! I ran the application and there was NO SOUND. Luckily I hadn't built it yet, so I still have the soundful executable, but the .mfa is now completely soundless. I don't even know whether it was something I did or if the source just got corrupted. O_o

*Begin long tedious process of copy-pasta code into a new mfa file

Edit: WTF? Even the level editor and two backup files got corrupted.

Edit: I'll have to start all over with the original KS source. So much for expecting the next beta within a week. T-T

Edit: Well, that's the end of it. I can't create a single Knytt Stories mfa with sound in it. I'm sorry it had to end this way.


Edit: Woah! Nested edits!
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on May 03, 2010, 03:18:04
This sucks. Im not mad. You did a great job to make a modified KS with
Ability to Loop Music
Make any sprite deadly
Make any sprite harmless
Speedrun/Countdown Timers

You did good but the source just wanted to be an ***
Title: Re: KS mod, ACO
Post by: Purple Pineapple on May 04, 2010, 01:46:49
You did good but the source just wanted to be an ***
I'm starting to think it was a windows or MMF screw-up rather than a source error. Not just the KS ACO source got messed up, but also the regular, un-touched KS source and any other MMF document I tried to create for that matter. I'm going to try pulling the source over to another computer come this Thursday, but in the mean time I'll re-install MMF and see if that works. Thankfully not all hope is lost.
Title: Re: KS mod, ACO
Post by: PeppyHare4000 on May 05, 2010, 00:19:09
You did good but the source just wanted to be an ***
I'm starting to think it was a windows or MMF screw-up rather than a source error. Not just the KS ACO source got messed up, but also the regular, un-touched KS source and any other MMF document I tried to create for that matter. I'm going to try pulling the source over to another computer come this Thursday, but in the mean time I'll re-install MMF and see if that works. Thankfully not all hope is lost.

Thats good to hear. I actually consider this an updated version of Knytt Stories v1.2.1, Its that good.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on May 09, 2010, 01:21:47
Well, it looks like it was an MMF problem after all. The document, when being tested, is soundless. As an exe, however, it works fine. :D
Title: Re: KS mod, ACO
Post by: Purple Pineapple on May 23, 2010, 01:43:37
Did I tell you guys about the most recent catastrophic failure? I guess I didn't. Well, basically the game is doing something like cumulative collision masks for each screen you enter. I mean WTF? I don't even have any idea what's going wrong.
Title: Re: KS mod, ACO
Post by: JerkDouglas 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
Title: Re: KS mod, ACO
Post by: Purple Pineapple on June 24, 2010, 08:16:41
Here, have a picture
Aww, cute. C)

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.
That is rather odd. More likely than not it's because my mod requires.. well.. something more than what Looki's editor is giving it. Can you still run the level normally, as you would play any other KS level (i.e. open up KS ACO, browse for the level, and play it)? What do you mean "can't get it to run a test game?" Does the level editor simply not run my knytt stories, or does it crash upon opening, or what?

I would love to look into this further, but.. um.. yeah. (http://nifflas.lpchip.nl/index.php?topic=2458.msg39512#msg39512)
Title: Re: KS mod, ACO
Post by: JerkDouglas 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.
Title: Re: KS mod, ACO
Post by: JerkDouglas 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.
Title: Re: KS mod, ACO
Post by: AClockworkLemon on July 04, 2010, 03:20:58
Rule 1:
Did you name KSACO to "Knytt Stories.exe"? that's the one that gets everybody. Looki's mod (as well as the default editor) looks for the default KS executable. there is also another way of fixing this issue, by editing some complicated config file for the editor, but re-naming the executable is faster and has a 100% success rate (as far as i can tell).
Title: Re: KS mod, ACO
Post by: Purple Pineapple on July 04, 2010, 07:01:52
Isn't it just
[Looki]
Executable=KSACO.exe

or something?
Title: Re: KS mod, ACO
Post by: Denis on February 15, 2012, 13:10:51
Respected Purple Pineaple, I've got a problem. None of the links are valid for me.
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 15, 2012, 01:08:14
Unfortunately, I don't frequent the forum anymore. (Maybe once every 20 months compared to my previous 20 times a month). I love Nifflas; I love his games. Unfortunately, I have lost my interest in his community. As such, many of my old projects (like this and Nano Pack XH (http://nifflas.lpchip.nl/index.php?topic=2014.0)) have long since disappeared from my hard drive, to be lost in the disk backups of old computers. I could retrieve them, but without a website on which to host them, any re-uploads would shortly disappear due to the nature of file sharing services.

I am open to suggestions, but for now I won't do anything apart from removing the links.
Title: Re: KS mod, ACO
Post by: GrayFace on April 17, 2012, 09:56:45
Here's the version I have, I think it's the last one: http://dl.dropbox.com/u/44735333/ks/Knytt%20Stories%20ACO.rar
Title: Re: KS mod, ACO
Post by: Purple Pineapple on April 19, 2012, 04:34:45
LPChip has graciously offered to host the file for me, so for a presumably long time now the links should stay functional. I have added the new link to the first post.
Title: Re: KS mod, ACO
Post by: LPChip on April 19, 2012, 09:07:19
Aye :) Enjoy.