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KNYTT STORIES
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bat



Joined: 11 Mar 2007

PostPosted: Wed Aug 29, 2007 2:18 pm        Reply with quote

It does have a Metroid 2 vibe, in how huge the experience feels the more you explore.
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Shapermc
crawling in his skin


Joined: 04 Dec 2006
Location: Chicago via St. Louis

PostPosted: Wed Aug 29, 2007 2:38 pm        Reply with quote

psiga wrote:
The full screen mode displayed at an incorrect aspect on my laptop. Kinda weird. Still, it's worth a shot since it may look fine on a different display.

No, it's probably the same as Knytt: impossible to get to look right in full screen.

Why the hell won't this guy work with a standard screen resolution?
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psiga
saudade


Joined: 04 Dec 2006

PostPosted: Wed Aug 29, 2007 2:52 pm        Reply with quote

Knytt's full screen looked fine on my other widescreen laptop, which is what really baffles me when it doesn't look right on the newer one.
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professor_scissors



Joined: 04 Dec 2006
Location: West of House

PostPosted: Wed Aug 29, 2007 11:35 pm        Reply with quote

I am playing this and like it quite a lot!

I beat the Machine in one sitting, and was charmed by it. I can't find the red or purple keys yet, though.

I beat the Underwater Adventure. I liked it, a lot of good challenge, although like most I didn't get the last two phases of the final puzzle. Delaying the wall climb for so long made you feel so awesome once you got it.

I'm working through A Strange Dream, and it is scaring the hell out of me how HUGE it is. I have most of the upgrades, and I'm just running around, finding new area after new area, and it's like. SHIT.

Sky Flower, I'm stuck on the part where you need to ride a bunch of tiny air currents up on the umbrella. I just can't do it.
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wpham



Joined: 17 Mar 2007
Location: California

PostPosted: Wed Aug 29, 2007 11:50 pm        Reply with quote

I've started shuffling between episodes whenever I get momentarily stuck, so I've played a bit of each.

In A Strange Dream, I finally found the place that requires the keys and I've only found one, so I have a lot of exploring to do. Finding the clouds was a grin-inducing moment.

An Underwater Adventure and Sky Flower are much more puzzle-heavy, and as a result it's not the joy of exploring, it's the joy of conquering that motivates me. I only played UA up to the first real puzzle, and I was falling asleep, so I decided to work on it later. In Sky Flower, I got past the umbrella jump sequence and I can't figure out what to do with the platforms that I can't wall-climb or jump high enough to land on.

professor_scissors wrote:
Sky Flower, I'm stuck on the part where you need to ride a bunch of tiny air currents up on the umbrella. I just can't do it.


Try holding the jump key and then saving the second jump for when you really need it.
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Mikey



Joined: 11 Dec 2006
Location: endless backlog

PostPosted: Thu Aug 30, 2007 12:06 am        Reply with quote

Sky flower struck me as the most straight-up platformer of the bunch.

Also A Strange Dream isn't so big so much as it loops from one end to the other - this disoriented the hell out of me the first time it happened. Either that or I was on some real good shit and didn't know it.

That "Unfinished" one is sort of funny.
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wpham



Joined: 17 Mar 2007
Location: California

PostPosted: Thu Aug 30, 2007 12:28 am        Reply with quote

Mikey wrote:
Sky flower struck me as the most straight-up platformer of the bunch.

Also A Strange Dream isn't so big so much as it loops from one end to the other - this disoriented the hell out of me the first time it happened. Either that or I was on some real good shit and didn't know it.

That "Unfinished" one is sort of funny.


Yeah, you're right on all counts -- Sky Flower is a platformer and An Underwater Adventure is more puzzle-oriented (I personally tend to conflate the two when the platforming has a problem-solving component to it), and A Strange Dream is a very intuitive loop that gives the illusion of a large world.

Linear backtracking is boring and frustrating, but revisiting prior locations in the way that A Strange Dream handles it is actually really fun.
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bat



Joined: 11 Mar 2007

PostPosted: Fri Aug 31, 2007 5:28 am        Reply with quote

vision, those are epic! I love the feel of the first one, so i would say just expand on it and dont combine it with the second.

That said, the second one looks great too.

The level editor confuses me...how do you make the ground solid?
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Fri Aug 31, 2007 5:32 am        Reply with quote

there are seven different layers you can draw to. 3 is the one juni is on, and the one you should put ground on if you want her to be able to walk on it.
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Fri Aug 31, 2007 10:43 am        Reply with quote

so i'm working on one of these now. i'm pretty pleased with how it's coming along.
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bat



Joined: 11 Mar 2007

PostPosted: Fri Aug 31, 2007 10:45 am        Reply with quote

Yeah me too, that tutorial helped a lot.

I'm finding it hard to capture mood, any tips? I'm using tileset 155 primarily for now, if that helps.
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internisus
shafer sephiroth


Joined: 04 Dec 2006

PostPosted: Fri Aug 31, 2007 11:42 am        Reply with quote

vision wrote:
two levels i'm working on


Wow. I haven't played Stories yet, so I don't know what is yours and what came with this level editor, but some of those settings are really impressive.
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psiga
saudade


Joined: 04 Dec 2006

PostPosted: Fri Aug 31, 2007 12:05 pm        Reply with quote

Hoo, vision, lovely work. Artisanal, elegant, beguiling, and other such collegiate words.
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Sat Sep 01, 2007 5:46 am        Reply with quote

here is my first knytt story. it is simple, straightforward, and short. drag this bin file onto the "install level" screen and it should install. let me know if you hit any bugs.
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wpham



Joined: 17 Mar 2007
Location: California

PostPosted: Sat Sep 01, 2007 6:06 am        Reply with quote

dessgeega wrote:
here is my first knytt story. it is simple, straightforward, and short. drag this bin file onto the "install level" screen and it should install. let me know if you hit any bugs.


I just did a quick run, no bugs or mishaps; the flow is very intuitive. I look forward to any future stuff you might be doing.

vision wrote:
two levels i'm working on (that may well join forces)


The first video shows off your grasp of atmospherics, and the second shows off your understanding of gameplay. Whether or not you combine them is up to you, but both levels look very promising.
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Sat Sep 01, 2007 6:44 am        Reply with quote

blue? it looks silver when i run the game.
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Sat Sep 01, 2007 7:13 am        Reply with quote

that's the color. i thought it was undersaturated enough to fit, and would help differentiate those waterfalls from the other waterfall and ocean.
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psiga
saudade


Joined: 04 Dec 2006

PostPosted: Sat Sep 01, 2007 7:42 am        Reply with quote

Just played your map to completion, Dess. Beautiful work. As vision said, it is harmonious.
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EmX
banned


Joined: 05 Dec 2006

PostPosted: Sat Sep 01, 2007 12:24 pm        Reply with quote

Is there a way to edit Juni's sprite? For some reason I think Flying Man from Earthbound with built in umbrella inside a Magicant-themed level would be pretty awesome.
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bat



Joined: 11 Mar 2007

PostPosted: Sat Sep 01, 2007 1:25 pm        Reply with quote

More praise for Dess' level here. I'm having a hard time making mine cohesive, so its cool to see that it can be done!

Also, i seriously appreciate the understatedness of it! two thumbs up
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internisus
shafer sephiroth


Joined: 04 Dec 2006

PostPosted: Sat Sep 01, 2007 1:41 pm        Reply with quote

I'm feeling excited now.



Yeah. That's exciting.
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Intentionally Wrong



Joined: 05 Dec 2006

PostPosted: Sat Sep 01, 2007 5:13 pm        Reply with quote

I find it's pretty useful to open other levels in the Level Editor just to see how people handle certain effects. I really like the way dessgeega uses Layer 1, for example. It's a good way to get familiar with the craft of level design.
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professor_scissors



Joined: 04 Dec 2006
Location: West of House

PostPosted: Sat Sep 01, 2007 9:58 pm        Reply with quote

I am making a Story!

Can anyone recommend a couple good tilesets for underground cave-type areas?
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Koji



Joined: 04 Dec 2006

PostPosted: Sun Sep 02, 2007 5:27 am        Reply with quote

vision wrote:
it's as much the angle/brightness of my monitor as anything. same thing that gives me an uneasy feeling that how i see anything i design will look different on other monitors.


You should calibrate your monitor!
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Intentionally Wrong



Joined: 05 Dec 2006

PostPosted: Sun Sep 02, 2007 7:32 am        Reply with quote

I'm working on a story. Trying to implement a parallax background is kind of monotonous.
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bat



Joined: 11 Mar 2007

PostPosted: Sun Sep 02, 2007 12:49 pm        Reply with quote

In my story you have to break into a museum in a ridiculously roundabout way.
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Brooks



Joined: 08 Apr 2007
Location: peak caucasity

PostPosted: Sun Sep 02, 2007 2:23 pm        Reply with quote

Signing up to the "The Music Is Stupendous" Club. That a relatively tiny little project like this nails thoroughly satisfying BGM more convincingly than most titles I might pick up from my nearest Games Retailer puts the entire fucking Industry to shame, rather.

dessgeega wrote:
Her first story


This was delightful, cheers. The GameBrick-ish cosmetics sat just fine (black, cosmic waterfalls, oh my); the crafty wall-jumping was much appreciated by the Megaman X player in me.
And if little else, it confirms for my mind that the 'simple' task of negotiating a competently-hewn obstacle course alone - no call for thwarting or collecting things - is a sufficiently rewarding videogame experience, one that I dearly wish more developers were willing to pursue.

(Fingers, talons, hooves, and tentacles crossed for Little Big Planet to hit a similar spot.)
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Koji



Joined: 04 Dec 2006

PostPosted: Mon Sep 03, 2007 4:07 am        Reply with quote

bat wrote:
In my story you have to break into a museum in a ridiculously roundabout way.


Your story is Drill Dozer?
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wpham



Joined: 17 Mar 2007
Location: California

PostPosted: Mon Sep 03, 2007 4:56 am        Reply with quote

The level editor is definitely a beast to be wrestled with at first, but I'm coming up with some ideas and I have a basic map layout sketched out.

Also, I feel retarded but I can't figure out the first door puzzle in An Underwater Adventure.
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Aaron



Joined: 07 Dec 2006

PostPosted: Mon Sep 03, 2007 5:00 am        Reply with quote

dessgeega wrote:
here is my first knytt story. it is simple, straightforward, and short. drag this bin file onto the "install level" screen and it should install. let me know if you hit any bugs.

It was a good bit of fun with some lovely color choices and keen jump puzzles, though for some reason, though it may go against the whole point of it, I wish there were a few monsters sprinkled in. The landscape was just a little too lifeless.

I have a plan for a game about climbing a mountain, but to be honest here very slim chance of me actually finishing it.
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wpham



Joined: 17 Mar 2007
Location: California

PostPosted: Mon Sep 03, 2007 5:08 am        Reply with quote

Aaron wrote:
It was a good bit of fun with some lovely color choices and keen jump puzzles, though for some reason, though it may go against the whole point of it, I wish there were a few monsters sprinkled in. The landscape was just a little too lifeless.

I have a plan for a game about climbing a mountain, but to be honest here very slim chance of me actually finishing it.


I appreciated the starkness of the landscape, and the lack of any signs of life; dessgeega's monsters in this world are the spaces in which monsters could but do not dwell -- the bottomless pits and black killing water are akin to the dark spaces underneath your bed, inside your closet, where a child would find monsters.
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SplashBeats
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PostPosted: Mon Sep 03, 2007 6:38 am        Reply with quote

dess, some pointers.

a) your level was a little too bland. i appreciate minimalism (the color scheme is superb) but some variation in architecture would've lived things up some. some rustic ruins would fit in nicely.

b) there was a part where i fell down a hole directly into a pool of water before i could do anything about it. cheap deaths are :(
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wpham



Joined: 17 Mar 2007
Location: California

PostPosted: Mon Sep 03, 2007 6:45 am        Reply with quote

SplashBeats wrote:
dess, some pointers.

a) your level was a little too bland. i appreciate minimalism (the color scheme is superb) but some variation in architecture would've lived things up some. some rustic ruins would fit in nicely.

b) there was a part where i fell down a hole directly into a pool of water before i could do anything about it. cheap deaths are :(


I remember that part. It didn't bother me at all because there was a save point directly before it, but I could see how it would be jarring, as it's the only time the world is actually malicious.
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Mon Sep 03, 2007 7:08 am        Reply with quote

the thing was that i assumed (obviously incorrectly) that the player would be sliding down the wall rather than freefalling, and would be able to stop short right before falling into the water. i guess it didn't work out that way, though.

also, i just found the secret ending in the machine. it is neat.
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psiga
saudade


Joined: 04 Dec 2006

PostPosted: Mon Sep 03, 2007 8:37 am        Reply with quote

wpham wrote:
SplashBeats wrote:
b) there was a part where i fell down a hole directly into a pool of water before i could do anything about it. cheap deaths are :(

I remember that part. It didn't bother me at all because there was a save point directly before it, but I could see how it would be jarring, as it's the only time the world is actually malicious.

Heh, I tend to wall-cling any time that I'm jumping blind into a chasm.
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wpham



Joined: 17 Mar 2007
Location: California

PostPosted: Mon Sep 03, 2007 9:02 am        Reply with quote

Note to self for world-building: include blind jump into chasm before giving the player wall-cling.
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dessgeega
damaged


Joined: 05 Dec 2006

PostPosted: Mon Sep 03, 2007 9:24 am        Reply with quote

a strange dream has a pretty great secret ending too.
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Aaron



Joined: 07 Dec 2006

PostPosted: Mon Sep 03, 2007 10:06 am        Reply with quote

wpham wrote:
Note to self for world-building: include blind jump into chasm before giving the player wall-cling.

This for some reason makes me want to make Indiana Jones and the Last Crusade in this, though of course you play as Professor Jones, umbrella and all.
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bat



Joined: 11 Mar 2007

PostPosted: Mon Sep 03, 2007 10:50 am        Reply with quote

Koji wrote:
bat wrote:
In my story you have to break into a museum in a ridiculously roundabout way.


Your story is Drill Dozer?


Hey... I never even realised that comparison! I guess it looks even more incriminating if i say ive been playing that game every chance i get recently?

Whoops.
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wpham



Joined: 17 Mar 2007
Location: California

PostPosted: Mon Sep 03, 2007 12:02 pm        Reply with quote

I've got about 25 screens' worth of (extremely unpolished but playable) content, which gets the player access to the double-jump and climb, and I tried to sneak in a bit of storytelling as well.

This is just as fun as actually playing, if not more!
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Felix
unofficial repository


Joined: 04 Dec 2006
Location: vancouver

PostPosted: Mon Sep 03, 2007 12:15 pm        Reply with quote

i am completely stuck in a strange dream. i have everything but the hologram and the two leftmost keys, and i haven't found anyplace new in quite some time.

all three of these wouldn't happen to be in the exact same place, would they? i've already found the place in the sky where i no doubt need to go once i get it all together.

EDIT: okay, well, two of them were, and that was nice of them to only require 3/4 keys! good story.
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