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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sat Sep 01, 2007 5:13 pm |
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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. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sun Sep 02, 2007 7:32 am |
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I'm working on a story. Trying to implement a parallax background is kind of monotonous. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Sep 05, 2007 5:13 am |
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| dessgeega wrote: |
| here's a new one. it's a bit of an experiment, and i don't know whether it's successful. |
I was really stuck on the two or three screens after the second save-point. Sometimes I'd try to use the radar to navigate, sometimes I'd look for some sort of pattern to the visible game elements. I felt like most of the progress I made was not through consciously understanding the level and more like random luck. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Mon Sep 10, 2007 3:22 am |
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| CubaLibre wrote: |
This thread has made me browse through Nifflas' games, which I've never tried before. I'm playing Within A Deep Forest. And I need help.
Does anyone remember how to get past the fan in the Lunar Cheese Extraction whatchamacallit level that's blocking a whole hallway? None of the balls are heavy enough to get through when there's no space to build up momentum. |
Have you checked the IC Forum archive on the front page? I'm pretty sure we covered most aspects of that game at one time or another, there, and I really can't remember much about WADF now... except that lasers are frustrating and that tiger's a bastard. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Sep 11, 2007 3:44 am |
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Actually, the hang glider's kind of a cheat--it's only accessible by adding some text to the game's config file. But yeah, it really breaks the game wide open. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Fri Sep 14, 2007 5:05 am |
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| psiga wrote: |
I seem to be using this as a graphic design toy.
Oh, how do you make water kill Juni, anyway? Right now she's totally Christing out -- which I kinda like, actually, but I should at least know how to make it do what it's supposed to. |
It's the combination of water tiles you're using; you've got the little splatter effect, but you need the big waves in order to cause death. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Sep 18, 2007 9:17 pm |
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That's great. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Oct 09, 2007 9:34 am |
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| internisus wrote: |
| They've started nominating levels for the next official expansion pack. |
Speaking of which, why HAVEN'T you posted any of your levels on the forums yet, dess? Or were those just practice for something still to come? _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Oct 10, 2007 8:10 am |
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| internisus wrote: |
| I have played The Machine. |
Very, very interesting.
I am not nearly as enamored of the various works within Knytt Stories as I still am of the original Knytt. I do find the potential Knytt Stories represents far more compelling, but. Well. This felt like a (maybe necessary) step back.
Knytt is not a metroidvania. Secret rooms aside, there are no locks. There are no screens which are inaccessible until you get an upgrade. This affords a refreshing change in world design: the world sprawls. There are very few choke-points; very few one-way passages--and these, only in some narrow caverns on the other side of the world. There is no consequence for diving down a mysterious hole, or climbing suddenly up a spire; if it doesn't lead in the direction you want to go, you can almost always get back with a minimum of fuss. Once I realized this, I pretty much forgot about Knytt's frame story: why rush to assemble my ride home, when I've got this whole vast landscape to explore?
It helps that Knytt's landscape is so coherent. Areas bleed into one another; in underwater tunnels, you can see the roots of the islands above. You can get an impression of this just from playing the game, but it really helps to see the big picture. (The BIGGEST picture is actually too big for photobucket. PM me with your e-mail address if you want it.)
Some of this carries over to Knytt Stories, yes. Coherent worlds are possible. Metroidvanias are also possible, with all of their strengths and weaknesses.
Let's look at the Machine, shall we? You have no map, so no way to know where you have and have not explored, short of just remembering. This is fine since the Machine is pretty small, but A Strange Dream was a lot worse in this regard, and I expect this to continue being an issue in the future. There's usually only one upgrade you're capable of getting at any time; once you find that one, you will then have the ability to get the next in the sequence. This is not a nonlinear adventure so much as a stage-based platformer that doesn't tell you where the stages are. This means lots of locks and choke-points, exploring (temporary) dead-ends and backtracking, with no idle wandering like in Knytt. Having a map would help; having some sort of warp system like in Symphony of the Night would be even better. Knytt Stories has the ability to do this, but I haven't seen any levels yet that do so.
"Say, my jumping abilities have improved! Where do I go next, again? I seem to remember seeing a place I couldn't get to, yet--which ones have I visited already, and which haven't I? And how do I get to each?"
At one point or another, each of those four spots was a place where I knew I'd have to return but didn't yet have the ability to pass. The more of these places you sprinkle into a game, the greater the capacity for frustration your game contains.
One day, someone's going to use Knytt Stories to make a game I like better than Knytt. One day. _________________ JSNLV is frequently and intentionally wrong.
Last edited by Intentionally Wrong on Wed Oct 10, 2007 9:08 am; edited 1 time in total |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Oct 10, 2007 9:07 am |
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Well, um, yes. I wasn't really thinking about secret rooms, so. I'll edit the post. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Oct 30, 2007 3:28 am |
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Not sure how many of you guys saw this over on the Gamer's Quarter, but Nifflas announced that he is no longer updating Knytt Stories, and that he has no plans to make additional levels for the game. It's unfortunate, but entirely understandable. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sat Dec 05, 2009 8:21 pm |
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So, the first Exquisite Knorpse was kind of riddled with flaws. It flowed poorly, and had far too much variance in quality. The hard parts were often too hard, and the easy parts were way too easy. It was probably more rewarding to watch than to play.
From Saltwater Breach was the same idea twisted in a new direction on this very forum: what if you never gain new abilities? It sprawled rather randomly, though, and it wasn't always obvious when you were committing to a ridiculously hard section.
We've tried to learn from some of these mistakes.
Exquisite Knorpse 2 picks up right where the first game left off. Version 1.5 now available.
Warning: this game gets hard. Also, some images in the game are not work-safe. Also, it's... uh... around 96MB. It's large. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Mon Dec 07, 2009 2:29 am |
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To be fair, the sewers WERE made by Kayin, creator of I Wanna Be The Guy. They could have been so much worse. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Dec 09, 2009 10:29 pm |
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Actually, it IS possible. It's just unnecessarily difficult.
Niku did the entire thing without hologram, but he only recorded the final room for demonstration.
Last edited by Intentionally Wrong on Wed Dec 09, 2009 10:32 pm; edited 2 times in total |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Dec 09, 2009 11:31 pm |
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If you've got the first two switches, then from the area start, here's what you need to do.
1. From the first room with all five switch icons, move one room to the right. Use the teleporter.
2. Travel as far right as possible. Whenever you come to a teleporter, enter it and then enter it again--this will save your game, but you don't actually want to leave this branch yet. You'll come to the third switch.
3. Go back left to the last teleporter you passed. Enter it and go left; you'll get to another teleporter in a dead end. Enter it as well.
4. You're right next to switch #4.
5. For the last switch, you need to find the one room with a laser along the bottom that's blinking. Drop off the bottom of that screen, follow the path around, and you'll eventually reach the last switch. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Wed Dec 09, 2009 11:34 pm |
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| P1d40n3 wrote: |
| BotageL wrote: |
don't you have the umbrella?
i'm not even sure how you'd get to the qte without already having the umbrella, unless there's a clever route i missed and/or there are multiple qtes |
I just...walked. beat the colored platforms, got to the bouncy room, took the secret portal, got to the village...did I accidentally sequence break? |
Yeah, the village isn't supposed to be accessible yet. An earlier version of the level took out the ability to get there. BotageL has the best solution for your current situation, I'm afraid. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Dec 10, 2009 10:47 pm |
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| BotageL wrote: |
| Intentionally Wrong wrote: |
Actually, it IS possible. It's just unnecessarily difficult.
Niku did the entire thing without hologram, but he only recorded the final room for demonstration. |
Fuck, now I wanna know how they got past the room I'm stuck on. There's far fewer places to grab onto and block shots; I've been trying! |
Guess what! |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Fri Dec 11, 2009 4:01 am |
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So, for Exquisite Knorpse 3, Zaratustra has opened Knytt Stories up in Multimedia Fusion and is mucking about in its guts. I'm hoping we can yank the RNG entirely and have entirely deterministic enemies for the next game.
P1d40n3, yeah, there's not supposed to be any way to reach that point with the abilities you have, and we closed the last known loophole that enabled that back in... 1.3, I think. Your best bet is probably just to use a fixed save.
Make sure you've got the latest version of the game, and then copy and paste the following into the save file (located in the Saves folder):
| Code: |
[Positions]
X Map=1006
Y Map=1007
X Pos=12
Y Pos=6
[Powers]
Power0=1
Power1=1
Power2=1
Power3=0
Power4=0
Power5=0
Power6=1
Power7=0
Power8=0
Power9=0
Power10=0
Power11=0
[World]
World Folder=Worst Forums Ever - Exquisite Knorpse 2
[Flags]
Flag0=0
Flag1=0
Flag2=0
Flag3=0
Flag4=0
Flag5=0
Flag6=0
Flag7=0
Flag8=0
Flag9=0 |
That should put you right before the warp that used to be broken which derailed your experience, with all the abilities you're supposed to have at that point. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Fri Dec 11, 2009 6:07 am |
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DAIS, no, Nifflas is done with it. He's moved on to other projects for a while now. However, Zaratustra is successfully introducing a series of changes so that we can make our own knock-off version of Knytt Stories. Changes so far significantly reduce or eliminate the randomness of enemies, introduce new abilities like a super-jump and double-size mode, and... of course... the ability to shoot back. _________________ JSNLV is frequently and intentionally wrong. |
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