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



Joined: 05 Dec 2006

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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Intentionally Wrong



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

We're half-full. Room for five more!
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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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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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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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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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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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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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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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PostPosted: Wed Oct 01, 2008 1:54 pm        Reply with quote

(getting pretty psyched for this, guys)
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PostPosted: Sat Oct 04, 2008 7:57 am        Reply with quote

WHAT IS UP

I am posting to bring you this link:

Knytt Stories Editor Manual (pdf)

And yes, all custom sound must be in ogg format. :( :( :(
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PostPosted: Tue Oct 07, 2008 5:14 pm        Reply with quote

Zaratustra wrote:
So how is this thing going.

Newbie the important thing is to KEEP THE PACE you can't let someone go for more than one week without doing anything.


Yeah, I learned that the hard way the last time I tried to do this. This time I'm reminding people via email; Legato had some trouble because of increased workload from his classes, but it looks like Toups has gotten us back on track. Should be able to send this to dess in an hour or so. Wish Knytt Stories worked on Julie's Mac.
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PostPosted: Tue Oct 07, 2008 7:08 pm        Reply with quote

Andrew why do you hate the player so much. :(

This level just got really hard. :( :( :(

Sending to dessgeega in a moment.
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PostPosted: Tue Oct 07, 2008 8:10 pm        Reply with quote

I'm not that worried about the difficulty. Since the player starts with all the necessary abilities, as long as there's a healthy degree of interconnectivity between the paths, we should be able to keep the player from getting stuck on any excessively difficult part. Might need to warn the player not to save in any really difficult areas if they don't think they'll be able to get through, though.
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PostPosted: Wed Oct 08, 2008 12:08 am        Reply with quote

Sorry 'bout the delay, but I'm not going to have access to my computer for a bit. Hopefully I can send this tonight, but we'll see.
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PostPosted: Thu Oct 09, 2008 4:26 am        Reply with quote

The level now includes two custom music files, so apologies in advance if the file size is too big. Let me know ahead of time and I'll leave 'em out when I send it to you for your turn.

Now it's dessgeega's turn.

1 Intentionally Wrong
2 BotageL
3. Herr Toups

4. dessgeega
5. OGC
6. boojiboy7
7. Zaratustra
8. SuperWes
9. The New Ska

?. Skelethulu: after Nov 1
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PostPosted: Mon Oct 13, 2008 10:45 am        Reply with quote

OGC has it. We're half-way there!
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PostPosted: Sat Oct 18, 2008 10:55 am        Reply with quote

The current list looks like this:

1 Intentionally Wrong
2 BotageL
3. Herr Toups
4. dessgeega

5. OGC
6. boojiboy7
7. Zaratustra
8. SuperWes
9. The New Ska
10. Six

?. Skelethulu: after Nov 1

OGC has about two more days with it, and then I'll send it on to booji.
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PostPosted: Mon Oct 20, 2008 4:17 am        Reply with quote

At the end of the first Exquisite Knorpse level, Zaratustra included a color-coded map showing who created which rooms. I was planning on doing something similar.
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PostPosted: Wed Oct 22, 2008 4:40 am        Reply with quote

OGC and I had to work out a couple kinks first, but we're good to go! I'll be sending it along momentarily.

But no, there's no Mac version. Otherwise you'd have it by now!
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PostPosted: Tue Nov 04, 2008 5:05 pm        Reply with quote

Sorry about the delay here, guys. We should be back on track in a little while. I've got kind of weird computer access at the moment, so it looks like I can get the level to Zaratustra on Thursday.
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PostPosted: Sun Nov 16, 2008 4:06 am        Reply with quote

Sorry about the delays on my end, guys. Real life kind of interfered. Wes, you should be getting the level late tomorrow evening. Then we've just got Skelethulu, The New Ska, and Six!

(Incidentally, the level's really taking shape now. We're finally getting to the point where most of the screens can actually be reached by the player, and I've seen some really cool rooms and regions.)
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PostPosted: Mon Nov 17, 2008 6:50 am        Reply with quote

I sent it to Wes. I think we can get this finished in time for Christmas vacation.
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PostPosted: Tue Nov 25, 2008 11:14 pm        Reply with quote

Out of town for a week. We'll get to the next turn next Monday, probably.
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PostPosted: Sat Dec 06, 2008 9:12 am        Reply with quote

Sending to Skelethulu now. We MAY be able to see this thing finished by New Year's, if not by Christmas. I'll be out of town that week, though, so I expect we'll probably still be working on this in January. Starting to see hints of the level's Final Form, though.
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PostPosted: Mon Dec 08, 2008 9:37 pm        Reply with quote

We're gonna try! Sending to The New Ska in a bit.
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PostPosted: Tue Dec 09, 2008 12:55 am        Reply with quote

Actually, The New Ska hasn't been online since, like, the 23rd of November, and I don't have his email address, so. I'm sending it to six, and then we'll end with The New Ska.
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PostPosted: Tue Dec 23, 2008 9:42 am        Reply with quote

sup guys
i told ska he could have the level since six was taking too long
but we're in the middle of moving and haven't gotten internet activated at the new apartment yet
[the neighbors have wifi though. this is the most i've used my wii in months.]
i'll be able to send the level from my parents' house over christmas probably.
but then julie and i will be in michigan over the new year, so. should be done in mid-january.
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PostPosted: Tue Dec 23, 2008 10:01 am        Reply with quote

in that event i will break things. specifically i will break the level into pieces until i can find a way to make it all fit
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PostPosted: Sat Dec 27, 2008 9:26 am        Reply with quote

This is now a race. Six and The New Ska should both have the level. First one to complete their submission and send it back gets to be next--which is to say, they've already completed their turn.. The loser earns the consolation prize of getting to see a couple rooms from an earlier version of the level, and the advantage of a tiny head-start in terms of designing rooms, since he just has to find a way to fit them into the new map configuration.
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PostPosted: Wed Jan 07, 2009 6:44 am        Reply with quote

Sorry this is taking so long, guys. The holidays made things complicated. One way or another, this is going to be finished in two weeks.
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PostPosted: Fri Jan 09, 2009 8:36 am        Reply with quote

The New Ska has successfully returned the level. If Six can send his contribution within the week, it'll make it into the level; otherwise I'll finish without him.

The current map layout looks like this, if you're interested. (Linked to prevent accidental spoilage, in case you really don't want to know anything about the level ahead of time.)

We're almost there, guys.

We still need an intro and a conclusion. These can be either a short piece of text or a series of 600x240 images. Here is the first screen and last screen of the game, for reference. If you're interested in providing one of these, say so in the thread, but don't actually post your contribution--send it directly to me. (jasonlove AT gmail DOT com)
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PostPosted: Tue Jan 13, 2009 4:38 pm        Reply with quote

Map layout's finished. If Six has something to add, it'll be inserted in a Special Bonus Edition. Just waiting for a couple people to get back to me on the intro/conclusion, and we'll publish!
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PostPosted: Wed Jan 14, 2009 4:21 pm        Reply with quote

The person who was considering doing the intro and/or conclusion has officially backed out. Would one of you guys like to do one or both of these, or shall I just put something together myself? Let me know by tonight--I'm eager to get this thing finished, and I'm going to be out of town over the weekend.

(Also, Zaratustra wasn't kidding when he said hole-filling would take a lot of work. I wound up adding over a hundred rooms to the map after The New Ska sent it back to me. Consider the map layout I linked above largely obsolete.)

ALSO: consider possible names. Alternately, we can use a placeholder name for now and decide after you guys have played the level as a whole. Or I can even just pick something vaguely appropriate--probably "From Salt-Water Breach", which I like because salt-water breach abbreviates to SB.
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Last edited by Intentionally Wrong on Wed Jan 14, 2009 4:31 pm; edited 1 time in total
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PostPosted: Thu Jan 15, 2009 8:06 am        Reply with quote



This is now ready to play.

Get it here; I also emailed it to everyone who participated.

Also: if you can host it somewhere, that'd probably be good. I don't know how reliable sendspace is.
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Last edited by Intentionally Wrong on Thu Jan 15, 2009 8:43 am; edited 3 times in total
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PostPosted: Thu Jan 15, 2009 8:22 am        Reply with quote

negativedge wrote:
what no I get an error trying to install :(


That's not right. PM me your email address and I'll send it to you directly.
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PostPosted: Thu Jan 15, 2009 8:37 am        Reply with quote

So, NOBODY'S successfully gotten the game to run? Hell. Let me try something else.

EDIT: I think some truncated text in the settings file may have been to blame. Let's try this again.
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PostPosted: Thu Jan 15, 2009 8:42 am        Reply with quote

Okay, try this one.
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PostPosted: Thu Jan 15, 2009 9:01 am        Reply with quote

Just emailed you again, Negativedge. If you can get that to work, I'll upload that file to sendspace; otherwise I'll see what else I can try.
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