We're doing this again. Don't know how to make a level in Knytt Stories? No problem!
This PDF will walk you through the basics.
HERE ARE THE INSTRUCTIONS:-To participate: announce your intention in this thread
before we finish making the level. Who knows how long that will take. Latecomers will be added into the turn rotation as you arrive.
-We're using Knytt Stories version 1.2.1. Make sure you've
updated.
-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.)
-When you sign up, specify which ability you'd like to have appear in your area: the player will
probably have abilities from the preceding areas, but not necessarily so; you might want to be careful about not putting save points at the bottom of inescapable pits. We're trying to be
hard, not (too) obnoxious. The available abilities are Climb Walls, Double Jump, High Jump, See Invisible, Radar, Umbrella, Hologram, and Red, Blue, Yellow, and Purple Keys.
-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, end 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.
-It's smartest to keep it as easy to backtrack as possible. Don't worry too much about breaking the level, though; I'll keep an eye on things.
Let's do this!
HERE ARE THE PLAYERS:1. Newbie, Running: 29 screens
2. Kayin, Double Jump: 34 screens
3. Kazz, Climb Walls: 84 screens4. Bongo Bill, Blue Key (7/28/2009)5. Niku,
Umbrella6. Transportation,
Yellow Key7. Zaratustra,
High Jump8. Zach,
Red Key9. LaserBeing,
Radar10. Doom,
See Invisible11. Kayma,
Hologram12. Brentai,
Purple Key(This list indicates the current estimated order of turns. Depending on peoples' availability, it is subject to modification at any time.)