I've now added Artifact Flag Warps. I know it sounds weird, but this is how it works:
[x1000y1000]
Flag(A)=true
FlagWarpY(A)=artifact1
If you set a Flag Warp direction to an Artifact, then the player will warp a distance equal to the number of that artifact collected. In the example code, if you have 3 red Artifacts you will warp 3 screens down. This means you'll need a room for each possible outcome, 0-7. If you set Artifacts to X and Y directions you'll have 64 possible outcomes which is insane. You may have noticed that you can set a flag to "true". This is so you don't have to test something unrelated for Artifact Flag Warps.
I'm nearly finished with this project! I'll release the current version as soon as I update the
Features Demonstration level that comes with it.
@Firecat: Sometimes it's hard to tell who's copying who when it comes to GrayFace and I. I may have been unwittingly inspired by his mod. I'm sure I got the idea from some game.
@Sergiocornaga: Thanks. There are a lot of thing that would be cool. Moving platforms, jump-through platforms, and custom
AI to name a few (which all happen to be available in
KS Ex.) But, from the start I wanted to make sure my mod's features could be easily used by anyone already familiar with Knytt Stories level design. It was also very important not to change the feel of the game (which is why swimming got scrapped.) Making this mod and Knytt Stories in general has made me think of how I would make a custom-level oriented game from the ground up, and I may do that someday. But for now, I'm more interested in making this mod feel like an official release. (P.S. Which all means a programmable NPC is outside my goals.)
Edit: 09Feb2012: Version ego beta 4 is released! Get it in the opening post.
Edit: 20Feb2012: I discovered an error in the map system. If you spoofed to a location that didn't exist, a void, then a never ending loop occurred and the map wouldn't shut off. I naively thought that the the room in the center of the map must exist, because that's where you are. But, with the ability to spoof locations and enter voids this isn't always the case. It is now fixed and will be in the next release.