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Author Topic: Worst Exquisite Knorpse Ever  (Read 15328 times)

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Friday

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Re: Worst Exquisite Knorpse Ever
« Reply #160 on: October 10, 2009, 08:34:48 PM »

Nevermind! Lee-Ham is a hero.
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jsnlxndrlv

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Friday defeats the Worst Exquisite Knorpse Ever
« Reply #161 on: October 11, 2009, 11:54:57 PM »

Friday finished with the level. I'm not sure what else to say.

1. Newbie, Running: 30 screens
2. Kayin, Double Jump: 34 screens
3. Kazz, Climb Walls: 81 screens
4. Bongo Bill, Blue Key: 20 screens
5. Niku, Umbrella: 11 screens
6. Zaratustra, High Jump: 93 screens
7. Zach, Red Key: 37 screens
8. Kayma, Hologram: 30 screens
9. Friday, Yellow Key:
250+ screens
10. Brentai, Purple Key
11. Bongo Bill, Leftovers
?. Doom, See Invisible
?. LaserBeing, Radar
?. Romosome, Leftovers

X. Transportation, Yellow Key

We're getting close. Brentai's out of town for the next day or two; I'll probably send the level out tomorrow.
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McDohl

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Re: Worst Exquisite Knorpse Ever
« Reply #162 on: October 12, 2009, 04:52:19 AM »

 :wat:
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Kayma

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Re: Worst Exquisite Knorpse Ever
« Reply #163 on: October 12, 2009, 08:53:13 AM »

9. Friday, Yellow Key: 250+

omfg  :gameover:
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jsnlxndrlv

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Re: Worst Exquisite Knorpse Ever
« Reply #164 on: October 12, 2009, 01:45:29 PM »

What's more, Friday's section is easily the hardest in the level thus far. There's even an absurdly difficult optional boss.
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jsnlxndrlv

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Re: Worst Exquisite Knorpse Ever
« Reply #165 on: October 13, 2009, 07:36:40 PM »

LEVEL STATUS:

1. Newbie, Running: 30 screens
2. Kayin, Double Jump: 34 screens
3. Kazz, Climb Walls: 81 screens
4. Bongo Bill, Blue Key: 20 screens
5. Niku, Umbrella: 11 screens
6. Zaratustra, High Jump: 93 screens
7. Zach, Red Key: 37 screens
8. Kayma, Hologram: 30 screens
9. Friday, Yellow Key:
250+ screens
10. LaserBeing, Radar or See Invisible, his choice (10/13/2009)
11. Bongo Bill, Leftovers
12. Brentai, Purple Key
13. Artists, Art
14. Newbie and/or Zaratustra, Miscellaneous Hole-Filling

I predict we finish by November 15th.

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Royal☭

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Re: Worst Exquisite Knorpse Ever
« Reply #166 on: October 13, 2009, 07:42:54 PM »

I can't wait.  I want to play this.

Brentai

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Re: Worst Exquisite Knorpse Ever
« Reply #167 on: October 14, 2009, 05:54:58 PM »

Are we just doing the one pass?  Probably for the best.

Like I said, there are plans brewing that I'll probably hash out with you when the time comes.

Lambs.
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Catloaf

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Re: Worst Exquisite Knorpse Ever
« Reply #168 on: October 14, 2009, 07:12:25 PM »

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Bongo Bill

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Re: Worst Exquisite Knorpse Ever
« Reply #169 on: October 14, 2009, 07:14:13 PM »

Coming 2010: World of Exquisite Knorpse
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...but is it art?

Brentai

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Re: Worst Exquisite Knorpse Ever
« Reply #170 on: October 14, 2009, 07:16:22 PM »

I think Sharkey and Zara and I came up with this game about a decade ago.

Good thing we never got around to seriously trying to build it.  I had better things to do for the last decade.
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Zaratustra

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Re: Worst Exquisite Knorpse Ever
« Reply #171 on: October 14, 2009, 07:55:44 PM »

Um. Actually.

Friday

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Re: Worst Exquisite Knorpse Ever
« Reply #172 on: October 14, 2009, 08:43:46 PM »

Personally, I find the pvp to be a bit lackluster. I mean unless you're Umbrella/High Jump or Holo/Runspeed you may as well just afk out.

Quote
Lambs.

<Juni> I hate fighting and gears!
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jsnlxndrlv

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Re: Worst Exquisite Knorpse Ever
« Reply #173 on: October 14, 2009, 09:12:07 PM »

...huh. I guess I could see the utility of online Knytt Stories for... uh... races? Or, like, having the various Exquisite Knorpse authors give a tour of their respective areas?
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jsnlxndrlv

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Re: Worst Exquisite Knorpse Ever
« Reply #174 on: October 25, 2009, 12:12:07 AM »

November 15th might be a little optimistic, but if we do miss it, I doubt we'll miss it by much. LaserBeing has been making progress and should be finished with it soon, at which point it goes back to Bongo Bill, who's got a lot of plans that he's working on even now.
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LaserBeing

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Re: Worst Exquisite Knorpse Ever
« Reply #175 on: October 26, 2009, 05:39:40 PM »

Finished. I hate Knytt Stories but I really want to play this now :(
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Bongo Bill

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Re: Worst Exquisite Knorpse Ever
« Reply #176 on: October 26, 2009, 06:56:22 PM »

No need to rush getting it to me, Newbie; I'm not even going to be able to start on this until Thursday.
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Bongo Bill

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Re: Worst Exquisite Knorpse Ever
« Reply #177 on: October 28, 2009, 11:08:53 PM »

Which tilesets are currently in use? I'm thinking I may need to add a custom one.
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Bongo Bill

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Re: Worst Exquisite Knorpse Ever
« Reply #178 on: October 29, 2009, 02:03:00 AM »

Also, how do I do the thing where the edges of a screen warp you to a different screen than the one that's technically next to it? Alternatively: how do warps work?
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jsnlxndrlv

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Re: Worst Exquisite Knorpse Ever
« Reply #179 on: October 29, 2009, 04:16:47 AM »

Tileset 240 is a custom tileset with a fair number of blank spaces, still. I count over 40 tiles where you can overwrite the random scribbling I put down to keep the editor from freaking out over empty squares. (I'm talking about the tiles in the top-left and bottom right of 240, here.) Otherwise, there are an awful lot of tilesets in use, and it'll take me a while to update the last listing.

To have the edges of the screen lead to a room other than the one adjacent to it, use the warp tile; it's object 20 in the System bank. As long as that's somewhere on the screen, you can select the "Warp Up", "Warp Down", etc. options on the Knytt Stories Manager (current screen) and then put in the absolute coordinates of the destination, or the relative coordinates to the room adjacent to your intended destination. For example: to have room x1001y1000 have the right edge lead to the left edge of x1000y1000, you'd want the Target X to be 1000, or you'd want the Map X to be -2; either will accomplish the same thing.

Shifts are basically the same, except with a lot more options: you can have them specify a relative tile on the screen as destination, you can make 'em visible or invisible, shift on touch vs. activation, etc. They use objects 14 through 16 in the System bank. The major trick I've learned is that if you're going to have shifts form a two-way passage, don't have the destination tile of one shift pointing exactly at the entrance tile of the other, or the player will switch right back as soon as they arrive.
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