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From Saltwater Breach: SB'S Knytt Stories Level is DONE
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Sun Sep 14, 2008 3:30 pm    Post subject: From Saltwater Breach: SB'S Knytt Stories Level is DONE    Reply with quote



It's done. Get it here. If you can mirror it, by all means, please do so!

--

Hello! Remember Knytt Stories? Remember how fun and interesting it was to fiddle with the editor? Remember how so many of us were excited at the prospect of making levels, and then nobody really made much except for dessgeega?

We're going to make a story, exquisite corpse-style. I was lucky enough to participate when Zaratustra made the first Exquisite Knorpse experiment; it was a lot of fun, even though the rest of the authors were sadomasochists, so the resulting story is as annoying as it is amazing.

I'd like to see what happens when we try something similar here on Select Button. I want you to participate!

HERE ARE THE INSTRUCTIONS:
-To participate: announce your intention in this thread before September 21.
-I need about eight (more) participants. I don't mind going over, but in the unlikely event that there's a lot of interest in this, I'm limiting this first attempt to ten people total.
-We're using Knytt Stories version 1.1.0 r2.
-Each player in sequence will have exactly one week to work on the level. This means the experiment could take 9 to 10 weeks; considering that many of us have obligations like school and work, please indicate if you'd like to have a particular spot in the sequence, or if there are specific weeks that won't work for you. (It could easily go a lot quicker, though. Keep that in mind as well.)
-For simplicity, the player in this story will never pick up any abilities. When you announce your intention to participate, list which abilities you'd like us to include; the player of our game will start with every ability that's listed by five or more participants. (Remember: the abilities are Running, Climb Walls, Double Jump, High Jump, See Invisible, Radar, Umbrella, Hologram).
-When it's your turn, I'll send you the level and a color-coded map similar to this one:



The dark blue spaces are "empty"; you can fill as many as you'd like. Light blue rooms are "blocked off"; every room it's possible to access from them has already been filled in, so they will be filled with a placeholder configuration in the level you receive to work on. Rooms of other colors are visible; green ones have exits the player can reach in the game's current state, while yellow rooms have one-way exits. Red rooms have exits that it isn't currently possible for the player to reach, but you may be able to change that depending on what you build in the squares around them. The pink squares in that map were built as if they were light blue, but the containing wall is actually "hollow" on layer 3, so they're functionally red while aesthetically light blue. The white-outlined square is the screen the player starts on.
-When you're finished modifying the level, send me an email (jalove AT gmail DOT com) with the level attached. Only changes to dark-blue squares will be added to the final level. Modifications to green, red, yellow, pink, or (obviously) light blue squares won't be copied across. Be sure to leave some exits for the next player!
-Fancy scripting and custom assets are acceptable. If you're going to overwrite one of the tile-sets, try to make it one of the goofy ones other people aren't likely to miss. If you use flags, I'll make a note of what flags players before you used. If you don't know what flags are, don't worry about it.
-While the absence of in-game abilities implies a linear progression, you should probably allow as much back-tracking as possible, especially if players before you have left more than one valid exit.

Let's do this!

(Posting to King of Posters for maximum visibility; we can move this to the Development forum on Sunday.)
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Last edited by Intentionally Wrong on Thu Jan 15, 2009 5:34 pm; edited 6 times in total
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: Nicholas Cage ensues.

PostPosted: Sun Sep 14, 2008 3:44 pm        Reply with quote

shit the TGQ one dead ended on me, didn't it? Fuck.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Sun Sep 14, 2008 3:47 pm        Reply with quote

Nah. I tried contacting most of the people who signed up for that, and everybody was unresponsive. We just needed better planning and concrete time limits. Hence the changes here.
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Mr. Brooks



Joined: 08 Apr 2007
Location: yeah well

PostPosted: Sun Sep 14, 2008 3:49 pm        Reply with quote

Looking forward to playing the results. Best of fortune to all levelsmiths involved.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: Nicholas Cage ensues.

PostPosted: Sun Sep 14, 2008 3:52 pm        Reply with quote

Intentionally Wrong wrote:
Nah. I tried contacting most of the people who signed up for that, and everybody was unresponsive. We just needed better planning and concrete time limits. Hence the changes here.


Yeah, and I need to not get so grand in my scope. I was being incredibly too detailed about things.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Sun Sep 14, 2008 3:55 pm        Reply with quote

boojiboy7 wrote:
Yeah, and I need to not get so grand in my scope. I was being incredibly too detailed about things.


Sounds like you've learned from the experience! So are you up for the challenge?
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Mr. Toups
tweedle dumb


Joined: 03 Dec 2006
Location: moran

PostPosted: Sun Sep 14, 2008 3:56 pm        Reply with quote

I realize this will be the kiss of death but I want to contribute to this.

For my own part, let's say I'll be most available from sept. 29 to oct. 7.
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Sun Sep 14, 2008 5:14 pm        Reply with quote

committing to this.

run, climb, see invisible
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, MO

PostPosted: Sun Sep 14, 2008 6:04 pm        Reply with quote

I'm uproven, but I'd like to get in on this.

Run, Climb

(And I may modify my selections as I experiment a bit)

-Weş
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skelethulu



Joined: 05 Dec 2006
Location: MODOKILF

PostPosted: Sun Sep 14, 2008 6:04 pm        Reply with quote

Absolutely interested in this, but I won't have much computer time until November (just had a baby).

Umbrella is my weapon of choice.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Sun Sep 14, 2008 8:11 pm        Reply with quote

We're half-full. Room for five more!
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boojiboy7
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Joined: 04 Dec 2006
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PostPosted: Sun Sep 14, 2008 9:21 pm        Reply with quote

OK, I can do this, my brothers, but someone needs to bug me about finishing it this time.

Pick a weapon for me. Or alternatively I can try to tie areas together or something.
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Sun Sep 14, 2008 10:01 pm        Reply with quote

well, i think the idea behind this one is that the player starts with all the abilities she's ever going to have, so we all design around the same abilities. this came out of a discussion about an earlier collaborative knytt, where no one really had a reasonable idea of what abilities to design around. so this is sort of a different experiment.
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Zaratustra



Joined: 14 Sep 2008

PostPosted: Sun Sep 14, 2008 10:05 pm        Reply with quote

Sure, I'm in.

Run, Double Jump, High Jump.


Last edited by Zaratustra on Mon Sep 15, 2008 12:01 am; edited 1 time in total
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shnozlak



Joined: 05 Dec 2006
Location: glueing googly eyes to everything

PostPosted: Sun Sep 14, 2008 10:12 pm        Reply with quote

I actually have a pretty huge knytt stories world built but still about 1/4th unfinished.

ver 1.0.2.0

Maybe Ill finish it now...
I could also donate some screens if youd like however the interesting parts of my game hinge are careful use of the umbrella.
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OGC



Joined: 23 Oct 2007

PostPosted: Sun Sep 14, 2008 10:27 pm        Reply with quote

I would like to participate! I've been attempting big Knytt Stories projects for a while, but they never go anywhere. I seem to have the most fun creating pockets of levels, so this is perfect.

Speaking of, will there be any indication of how large the final product SHOULD be, thus how large each designer's pocket of the level should be? Or is it a free-for-all?

Run/Climb/Double Jump please
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Zaratustra



Joined: 14 Sep 2008

PostPosted: Mon Sep 15, 2008 12:02 am        Reply with quote

No love for high jump? Am I missing something?
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The New Ska



Joined: 09 Oct 2007

PostPosted: Mon Sep 15, 2008 12:08 am        Reply with quote

i'll do this, i think. i look forward to finishing something!
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Mon Sep 15, 2008 3:05 am        Reply with quote

Zaratustra wrote:
No love for high jump? Am I missing something?


Well, I think the idea is to find the sweet spot between giving the player useful abilities and permitting interesting constraints in room design. Of the mobility upgrades, High Jump is the least dynamic, so it wouldn't surprise me if people choose to leave it out.

I'm trying to think of a reason why someone wouldn't want See Invisible included. It doesn't do ANYTHING unless the builder has included relevant objects; would you guys object if I grandfather it in?
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BotageL



Joined: 04 Dec 2006
Location: *fidget*

PostPosted: Mon Sep 15, 2008 4:56 am        Reply with quote

I have never even glanced at the Knytt Stories level editor, so I think I'm perfect for this project.

I like running and using the umbrella.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Mon Sep 15, 2008 5:49 pm        Reply with quote

That's ten. I guess I'll put forth my preferences for Run, Climb, Double-Jump, and Umbrella.

Toups, Boojiboy, New Ska: need item preferences from you.

Running and Seeing Invisible are in; Climb needs one more vote, while Double Jump and Umbrella each need two.

If somebody else still wants in, we can probably make room.
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boojiboy7
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Joined: 04 Dec 2006
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PostPosted: Mon Sep 15, 2008 6:03 pm        Reply with quote

Climbing, Double Jump, Umbrella are all good with me.
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boojiboy7
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Joined: 04 Dec 2006
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PostPosted: Mon Sep 15, 2008 6:05 pm        Reply with quote

Also, could you post a link to the version of the software we will be using?
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, MO

PostPosted: Mon Sep 15, 2008 6:23 pm        Reply with quote

boojiboy7 wrote:
Also, could you post a link to the version of the software we will be using?

Main
Mirror

-Weş
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boojiboy7
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Joined: 04 Dec 2006
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PostPosted: Mon Sep 15, 2008 6:25 pm        Reply with quote

Thanks. Just figured it would be good for everyone if we had it in the thread somewhere.
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The New Ska



Joined: 09 Oct 2007

PostPosted: Mon Sep 15, 2008 6:53 pm        Reply with quote

i'd like climb, high jump, and umbrella.

i guess either double jump or umbrella is fine with me, but maybe not both.
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, MO

PostPosted: Tue Sep 16, 2008 2:27 am        Reply with quote

OK! Experimenting went well! I'm looking forward to putting together my part. I'd like to finalize the loadout ASAP so I can start some prototyping!

-Weş
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Tue Sep 16, 2008 2:52 am        Reply with quote

Weş, what the hell are you talking about
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Harveyjames



Joined: 11 Dec 2006

PostPosted: Tue Sep 16, 2008 3:32 am        Reply with quote

++MALFUNCTION IN HUMAN CONVERSATION SIMULATION UNIT "SUPERWES"++

++SUGGEST TERMINATION++
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Tue Sep 16, 2008 11:09 am        Reply with quote

Okay! If Toups wants Double-Jump included, it'll be in the game. Otherwise, you can count on running, climbing, seeing invisible objects, and the umbrella.

I rolled some dice to assign the general order of turns:

1 BotageL
2 OGC
3 boojiboy7
4 dessgeega
5 Zaratustra
6 SuperWes
7 The New Ska

Herr Toups: as close to Sep 29 as possible
Skelethulu: after Nov 1
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Mr. Toups
tweedle dumb


Joined: 03 Dec 2006
Location: moran

PostPosted: Tue Sep 16, 2008 1:31 pm        Reply with quote

since I don't have much knytt level design experience, I could go either way on any of the power ups.
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, MO

PostPosted: Tue Sep 16, 2008 3:24 pm        Reply with quote

Herr Toups wrote:
since I don't have much knytt level design experience, I could go either way on any of the power ups.

Well, the way I see it is that jumping over enemies is more of a challenge if you don't have double jump enabled, but they're mostly a cakewalk if you do, and making precision jumps is more of a challenge if you do have double jump enabled, but they require less dexterity if you do. So you just need to decide which you think is more important to your level design.

-Weş
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Tue Sep 16, 2008 8:50 pm        Reply with quote

enemies in knytt stories are lame.

i think having BOTH the double jump and the umbrella is too much.

and could i possibly be moved back in the turn order? i won't be available until the beginning of october.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Tue Sep 16, 2008 9:20 pm        Reply with quote

dessgeega wrote:
and could i possibly be moved back in the turn order? i won't be available until the beginning of october.


Got it; I'll update my notes.
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, MO

PostPosted: Tue Sep 16, 2008 9:33 pm        Reply with quote

dessgeega wrote:
enemies in knytt stories are lame.

i think having BOTH the double jump and the umbrella is too much.

and could i possibly be moved back in the turn order? i won't be available until the beginning of october.


I agree!

BUT

I kinda like the part in the included campaign where the machine throws barrels (read: enemies) at you.

-Weş
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OGC



Joined: 23 Oct 2007

PostPosted: Thu Sep 18, 2008 2:42 pm        Reply with quote

H...has this started yet?
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Thu Sep 18, 2008 3:05 pm        Reply with quote

OGC wrote:
H...has this started yet?


Nope. We're still basically planning; I've got the starting room and the path to the first terminal room finished, as well as two of the other terminal rooms for my section, but we haven't officially started, no. I'll probably send the modified copy to BotageL either tonight or tomorrow.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Fri Sep 19, 2008 6:07 pm        Reply with quote

Thought I'd be done with it before work today. I was, but I didn't have enough time to hide the screens.

EDIT: It's in BotageL's hands now. If you can finish quick, great--otherwise, try and finish by the 28th.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Mon Sep 29, 2008 6:58 pm        Reply with quote

Toups has it.

1 Intentionally Wrong
2 BotageL
Herr Toups: as close to Sep 29 as possible
dessgeega: after Oct 1
4 OGC
5 boojiboy7
6 Zaratustra
7 SuperWes
8 The New Ska

Skelethulu: after Nov 1
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Mr. Toups
tweedle dumb


Joined: 03 Dec 2006
Location: moran

PostPosted: Wed Oct 01, 2008 4:20 am        Reply with quote

mwuahahahaha
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Wed Oct 01, 2008 1:54 pm        Reply with quote

(getting pretty psyched for this, guys)
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