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I really enjoyed your playthrough of the original even though I can't speak French XD.

For the original there is a teleporter on the very last screen.  It's pretty hard to see though with the colors and timed nature of that section combined.  I Added an attachment of its exact spot.

The newest version has all the future hubs laid out but still late game zones are not made yet or may not be fully connected to a hub yet. I dont recommend saving outside of the main hub in future/incomplete chapters in case something gets moved. 

These are not necessarily final and mostly only the chapter requirements are implemented but right now the planned requirements are:
Beat all Prologue bosses and 1 Gold Creature to enter any Chapter 1-3 by boat:
Chapter 1 (Uses Pirate Map Collectibles for access to 7 more new Islands),
Chapter 2 (Gives Computer Chip) or Chapter 3
Completion of any chapter 1, 2 or 3 gives the Eye and allows access to Chapter 4 from the High Dimensional Rift or 6 from Glass Botanical Tower computer.
Chapter 5 from airport requires completion of ALL 3 chapters 1, 2, 3 and 10 Gold Creatures!
Chapter 6 requires 1 Computer Chip from Ch 2 or Ch 5?. (Then 3-4 Computer Chips total to enter Incomprehensibly Consumed Future)
Chapter 7 from airport requires completion of ALL 3 chapters 4, 5, 6 and 20 Gold Creatures!
(Then uses Candle to access Transcendent Plane)
Chapter 8 via Lunar Hangar requires chapter 7 completion. (Uses Fuel Collectibles for access to new planets in 2nd half.  Sometimes multiple planets for 1 fuel.)
Chapter 9 via Immortal Xenogod hub Requires chapter 8 completion and Hologram purchased for undetermined amount of coins.
Chapter 10 via Labyrinth of Coalescence and Alternate Universes B, C and D access requires chapter 9 completion.
Universe 321 Requires 1 Alternate Universe Equation (Gives AU Equation)
Universe 63%N^Q~E# Requires 2 Alternate Universe Equations (Gives AU Equation)
Discordant Anomaly Requires 4 Alternate Universe Equations (Gives AU Equation)
Materialized Megaverse Requires 5 Alternate Universe Equation (Gives Dragon Scale)
Anti-matter Aberration Requires 6 Alternate Universe Equation (Gives Dragon Scale)
Alt.sim.exe online requires Computer Chips (From Universe C and 63%N )(Gives AU Equation)
1 Dragon Scale to access Twilight Singularity (From Draconic Dominion) (Gives Dragon Scale)
Chapter 10 completion to access Anxious Anachronism (Gives Candle)
3 Candles to access Primordial Godrealm (From Pureland, Trans. Plane and Anxious Anach.)
7 Candles to access Unsustained Cosmogony (From Godrealm)
Vicarious Prototype requires 7 Alternate Universe Equations (From Universes B, C, D, 321, 63%N^Q~E#, Discordant Anomaly, and alt.sim.exe online)
Hyperreal Hyperverse requires 5 Dragon Scale


Then 7 Dragon Scale for whatever is left.   There is a leftover collectible 7 Soul which may come after or I might use them for one of the later chapters like Ch.7 and/or 9.
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I'm very excited to see how it will turn out and how much bigger this level will get.

I was wondering if there would be a way to go back to the main hub / world from the final stretch as I was unable to travel back. Unless it's another difference between normal and free roam mode.

Also, since you are talking about chapters, will they be triggered by having the required number of collectibles to go to a whole new area ?

I hope the bosses will be implemented as smoothly as you want it to be !

Good luck for the rest of the rework / expansion !
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Knytt Stories Level Releases / Re: Azure Serenity: Tranquil Dreams
« Last post by Shreeps on August 10, 2019, 15:10:09 »
I think there is closer to 3500-4000 but some are placed really far away. 
There are a lot of filtered zones including the one at the start but most of them are later.  Here is what it used to look like:

Spoiler: (click to show/hide)

Story is the normal mode while free roam marks all the chapter flags as completed and gives access to any power-ups.  In the original I used 2 files for these options for the map for people who just wanted to explore more non-linearly early on but now with this choice screen that is no longer necessary.  I just thought it would be cool to have that new intro section to help set the mood and change the original route.   

After making progress you will get to a point where you have to go to the Vigilant Docks to continue any further and this is the end of the prologue.  There you can pick Ch. 1-3 in any order but they are still being worked on.  The chapter gateways activate the completion flag however and so you can travel back easily. Some are prequisite to unlock the next.  To get to Ch. 5 and 7 you need to use the airport in Ch. 2 for example. he stages further in are less finished.  Ch 1, 2, 3, 8 are mostly laid out but missing detail.  4, 5, 6, 7, 9, 10 and on are mostly positioned but incomplete and/or disconnected from the normally accessable areas.  The video and site shows off screens from all zones and you can access many from the collections/credits rooms teleporters. (Requires Eye from any ch.1-3)

Also updated with a link to the original classic version. :)  I'm trying to replace all the songs that would trigger copyright from youtube so just warning not all those songs are out yet.
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Knytt Stories Level Releases / Re: Azure Serenity: Tranquil Dreams
« Last post by SC on August 09, 2019, 17:57:50 »
First things first... wow, this map is huge. I ran it through the KSMapSize tool and it told me that this level had over 100,000 screens. o_o

Second: when I played the level for myself, it had this weird color pallete filter and after several screens of walking left it took me to a screen where I had to choose between 'Story' and 'Free Roam'. Is there a difference between these two choices? If so, then why is that screen not at the beginning of the game? Also, did you choose that color pallete filter on purpose?

Third: When you say 'only the Prologue is complete,' what do you mean by this? Do you mean in terms of content or in terms of story?

Overall, though, this is a really impressive level. I might just have to stream it at some point. ;)
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Azure Serenity: Tranquil Dreams is an ongoing rework/expansion to the classic knytt stories level Azure Serenity! (Requires KS+)

Download:
https://dl.orangedox.com/opEHjc

Link to Original 2014 Version:
https://nifflas.lp1.nl/index.php?topic=6215.0

Site with all zones:
https://nocturnalsheepblog.wordpress.com/azure-serenity-tranquil-dreams/

Documentation
https://docs.google.com/spreadsheets/d/1mNLfP0T4rEjX_Bcnah7SfbQiqtAJaBXZdobLXFUTn58/edit#gid=942564888&range=A1

Map (So far)
https://dl.dropboxusercontent.com/s/bh7q3u53jgb0ay1/AzureSerenityTDFullMapItemsBoundaries.png

Video of all Zones and Prototypes:
https://www.youtube.com/watch?v=B2UfZSQEiIg

Video of Prologue playthrough: Coming Soon!

Several areas have been updated and/or moved along with tons of new ones added.  In addition to being harder there are now new "chapters" with entirely new hubs that split up zones in a smoother way.  Every chapter acts as a new start with power-up resets. Only the Prologue is complete (with new feature:Bosses!) and because of this most collectables are not final. The colored cat collectables have been made into new gatekeeper type collectables that will allow access to new zones in new Chapter hubs.

We are looking for submissions in expanding Azure Serenity: Tranquil Dreams :)   Also don't forget to check back for occasional updates.


Submissions and Rules -
Spoiler: (click to show/hide)

Credits -
Spoiler: (click to show/hide)

Screenshots -
Spoiler: (click to show/hide)
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Development Showcase / A funny game I made for a game jam
« Last post by Raicuparta on August 05, 2019, 00:05:48 »
Some of the old geezers here might have sin a silly game I made for a game jam (Ludum Dare) before, called Dude, You Only Get One. The theme was "You Only Get One".

Well, there was a new game jam in which I wanted to participate, by a Youtuber I enjoy. Annoyingly, the theme turned out to be almost the same: "Only One". I couldn't make myself think of anything other than my Ludum Dare entry, so I just took that, remade it, and added some new interesting mechanics.

This is the final product:

play Single Monolone on itch.io


Definitely not the prettiest, but I think it's pretty entertaining at least. Not expecting to get very good ratings since this jam is very focused on game design, but it was fun to build it.

I always get good feedback for my projects from this forum, so not hesitating to post here.
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Even though we're now again three years later, let me just say that I still frequently visit Knytt Underground's soundtrack:
Most of the tracks are great background music while reading or wanting to calm down.

Of course, there are some upbeat tracks as well, which I listen when running! :D

Thank you so much, Nifflas, D-fast and the other artists for making this great music. I really love the style, and I hope at some point in time to be able to make music that is similar in flavour.

 <3
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I'm happy that seeing my comment reminded you to take a look at that wonderful game again.
It's funny that you were surprised at the difficulty of Define and even worked to make a version that's easier to deal with. Meanwhile, you have other levels with insanely hard screens and boss battles. I assume that those speed and precision challenges are more aligned with the purpose of those levels and can be really satisfying for players that are able to beat them.
Judging by your description, the changes you made will make it more enjoyable for many players. Especially those new to KS or puzzle platformers in general.
I did finally play though Define completely. I got one excellent ending.  It was so satisfying all the way through. I would play in chunks of time and take breaks. It was exhausting to play. Partly because it is so long. Partly because the mental challenge of remembering block definitions and visualizing the progression of different permutations of Juni's chain of actions taxes my little brain in ways it's not generally accustomed to. That's also why I loved it, of course. And I always looked forward to getting back into it after my gray matter had cooled down somewhat. I appreciated that the difficulty of the vast majority of the challenges in Define had very little to do with lightning quick reflexes or super-precise movements.

Recently, KS streamers DonDoli and UnPigeonVoyageur have done playthroughs of Define. Here are the first parts of each:
https://www.youtube.com/watch?v=9iuOfMRnX5w
https://www.youtube.com/watch?v=fZ8ycGfltHU
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I'm sorry to dredge this topic up after so long, and I have nothing significant to add.  I'm trying to play this again after some years and I'm predictably in awe of the programming effort and complexity, puzzle designs and sheer length of this level. I also just enjoy playing it (for stretches of time).
Perhaps there's people in the current community who haven't played this level yet...

Thank you helvetzia. I saw this a few days ago and it inspired me to replay Define and it occurred to me that... it's kinda hard? Haha.
I decided to make some very minor adjustments, and now here is a version that is slightly less difficult in like... six or seven spots, but more notably it's easier to see which blocks are deadly because their letters are tinted red.

https://www.mediafire.com/file/upyo8k0wcouh35l/KG_-_Define_-_Easy.knytt.bin/file
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i only actually started playing this level now, and i love it. 1005x966 is my favorite room so far. I have one question though, in room 996x961, is it possible to complete it if you press the button to remove the block at x=10 y=8? The intended solution is good but it feels like it would be cool if there was some super-precise jump that made it work without the extra block to jump on.
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