Knytt Stories DS - Help required (Question 10!)

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Re: Knytt Stories DS - Help required (Question 3!)
« Reply #15 on: July 12, 2009, 19:48:10 »
Kasran's correct. X)
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Offline rrc2soft

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Re: Knytt Stories DS - Help required (Question 3!)
« Reply #16 on: July 12, 2009, 21:34:49 »
*Bows!* Lots of thanks!  C)p


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Offline rrc2soft

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Re: Knytt Stories DS - Help required (Question 3!)
« Reply #17 on: August 15, 2009, 16:51:38 »
New question! Help me to program KSDS in a Chinese train!  C)


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Offline Looki

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Re: Knytt Stories DS - Help required (Question 4!)
« Reply #18 on: August 15, 2009, 18:21:04 »
Sure. I'll be able to give you information within the next 30 mins.

Re: Knytt Stories DS - Help required (Question 4!)
« Reply #19 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.
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Offline Looki

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Re: Knytt Stories DS - Help required (Question 4!)
« Reply #20 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 --->

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Offline rrc2soft

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Re: Knytt Stories DS - Help required (Question 4!)
« Reply #21 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:) .
« Last Edit: September 03, 2009, 20:56:25 by rrc2soft »


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Offline rrc2soft

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Re: Knytt Stories DS - Help required (Question 4!)
« Reply #22 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).


Re: Knytt Stories DS - Help required (Question 5!)
« Reply #23 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)
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Offline rrc2soft

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Re: Knytt Stories DS - Help required (Question 5!)
« Reply #24 on: September 04, 2009, 10:52:29 »
Thanks again  C) .


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Offline rrc2soft

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Re: Knytt Stories DS - Help required (Question 6!)
« Reply #25 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.


Re: Knytt Stories DS - Help required (Question 6!)
« Reply #26 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
« Last Edit: September 06, 2009, 23:18:45 by Purple Pineapple »
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Offline rrc2soft

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Re: Knytt Stories DS - Help required (Question 6!)
« Reply #27 on: September 07, 2009, 09:01:46 »
 :juni: - Thanks for helping me!


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Offline rrc2soft

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Re: Knytt Stories DS - Help required (Question 7!)
« Reply #28 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  ;) .


Re: Knytt Stories DS - Help required (Question 7!)
« Reply #29 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.
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