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December 14, 2018, 15:12:58 | See new unread posts
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 on: December 09, 2018, 20:07:07 
Started by egomassive - Last post by FluroM
Can you provide a source code?

 on: December 06, 2018, 18:02:10 
Started by scratskinner - Last post by LPChip
There really is not much content in the Knytt Experiment forums, so that would be the best choice.

 on: December 06, 2018, 01:45:32 
Started by scratskinner - Last post by scratskinner
I have these gradient templates, and I'm wondering whether to put them in the knytt experiment forum, or with the rest of the knytt-related stuff.

(also, am I missing much by rolling my own?)

 on: December 04, 2018, 21:01:51 
Started by FluroM - Last post by FluroM
Is there any templates of all vanilla things? I want them beacause, I want to animate a headcrab by using object from bank 3, object 2 (the object that sometimes rolls towards player). But other templates will be interesing too.
Spoiler: Describing what I want (click to show/hide)

Is it possible?

EDIT: 7.12.2018

I use KS+.

 on: December 02, 2018, 01:10:13 
Started by niveousMorel - Last post by kilicool64
Nice to see there are still people playing this game nowadays.

That said, the PSN versions are notoriously bad ports. You really did yourself a disfavor by playing the Vita version. They were outsourced to a company called Green Hill Studios and developed on an entirely different engine. And it's clear that something went seriously wrong during their development. Not only did they make numerous mistakes when porting the game, but their partnership with Nifflas was terminated after release for unknown reasons. As a result these versions were never updated to fix their bugs and add all the content that was added later.

It would be interesting to hear what caused things to end up like this, but judging by what little Nifflas has said about the matter, he's probably unable to go into details due to NDAs. All we do know is that he himself is unhappy with how these versions ended up, but has no way to update them. There are some vague hints that the game's publisher, Ripstone, played a role in this as well, but nothing concrete.

And they really are missing a lot of secret content, including some of the best parts of the game. Luckily, most (though not all) of the content you missed out on is easy to access if you know how to get it. If you want to know how,
Spoiler: (click to show/hide)

 on: December 01, 2018, 11:34:41 
Started by niveousMorel - Last post by niveousMorel
As the news of the development of Knytt Underground reached me, I was hyped. I kept replaying Knytt Stories and just waiting... waiting... and waiting... until the day the game came out in December 2012.

I immediately got it on my PS Vita and kept playing until I explored almost the whole map. I remember sleepless nights when I would get to the university barely functioning next morning. I kept playing until I decided to save some for later.

And so, fast-forward a year, I got back to the game and finished uncovering the map and hunting for those hard-to-reach spots, and finally decided to tackle the Figure. I finished the first couple of challenges, saved the game, and... the things just kind of stayed like that.

I wouldn't allow myself to leave the Figure, I knew I needed to finish it. It was my personal challenge. I had to do it, but... boy was I intimidated by it! I was more or less finished with the game otherwise, so somehow I never got back to it. I rarely ever played my PS Vita since then.

It was always there though, in the back of my mind. I would listen to the soundtrack occasionally. In my mind, I would compare other platformers to Knytt. I would play around with the Figure music app on my phone (that is how the Figure challenge got its name by the way).

And then finally, in 2018 I took the Vita out of the drawer, charged it, started the game again and pushed forward through the Figure until I finished it.

I then explored the mini-chapters, got the Enigma and rung the last Bell.

On December 1st 2018, I finished the story of Juni and got the final achievement. What a bittersweet feeling.

I am finally done with the game, and what a journey it was!

Thank you, Nicklas.

P.S. a PC version is there on my hard drive, so I know that once I decide to come back to the beautiful world of Knytt, there is the whole Infinity Hype update for me to explore. Whether this happens tomorrow, in a year, or in 10 years I don't know, but I know it will happen one day.

 on: November 29, 2018, 15:52:37 
Started by Purple Pineapple - Last post by LPChip
Woa, 92 pages of PDF... will take me a while before I can reply to it... But thanks for the effort and posting this. :)

 on: November 29, 2018, 08:51:21 
Started by Purple Pineapple - Last post by Purple Pineapple
As some of you may know, I spent several months working on and off on a TAS early this year. During the course of this process I learned quite a lot about the Knytt Stories movement engine. A lot of it isn't obvious from (or isn't even in) the Nifflas's source code, so it took quite a lot of experimentation. I figured that all my discoveries were worth publishing for anyone else who might want to know the inner peculiarities of the game, like why Juni's jumps have small inconsistencies to them. I have been working on compiling all of that knowledge into a document, so that anyone who wishes may know exactly why KS behaves the way it does. I now present...

Although it is specifically written for TASers, this guide contains a lot of information about glitches and quirks of the game engine that could be of interest to everyone. I realize that it is a fairly dense read, but the goal of this paper is to inform. If there's a section that you read but didn't fully understand, or something you found interesting and want to know more about, then let me know. If anyone's actually interested enough for it, then I plan on making a video to more easily explain some of the deep intricacies of KS. Obviously I can't do a video on the whole thing -- it would be several hours long. But if people tell me what they'd like to see, I'll be more than happy to oblige.

 on: November 17, 2018, 23:00:17 
Started by Katrtlen - Last post by kilicool64
I found this out myself years ago. It's easy to see why this row exists when you look at the game's source code. The game needed a purely gray screen for the death animation, so this extra row was created solely to place such a screen at the very left of it.

You can actually explore the whole row by using the hang glider, though there is indeed nothing of interest anywhere in it. You still can't get to the gray death screen, though. It's walled off.

 on: November 17, 2018, 15:21:02 
Started by Katrtlen - Last post by LPChip
Yes, this is old news.

In fact, Knytt Extra Hard will require you to go there.

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