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Author Topic: The New Exquisite Knorpse 3 thread of organization  (Read 8115 times)

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Catloaf

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #20 on: June 20, 2010, 01:44:11 PM »

I want to do this.  I'm not sure if I'll be any good, but I want to try it this time.  It might even be a bad idea, but I really think I should give it a shot, just to prove to myself that I can do competent level design for someone else's game.

I call Blue Key.  Why?  Because that way I don't have to worry about making a room where the player can get across without getting the power up first via mad skillz/exploits.  And I like blue.  That and it also gives me a fair amount of time to work.
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Zaratustra

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #21 on: June 20, 2010, 03:10:35 PM »

I also have no requests

Bleck

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #22 on: June 20, 2010, 08:43:25 PM »

I'd like to be a part of this, either by designing a level or by making some music for the game, if that's possible.
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Healy

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #23 on: June 20, 2010, 09:37:56 PM »

I'd like to get in on this. Sign me up for ghost power-up, I guess.

And when are we starting?
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Royal☭

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #24 on: June 20, 2010, 09:39:03 PM »

I'll join and give me anything.  Give me hope!

jsnlxndrlv

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #25 on: June 21, 2010, 01:24:48 AM »

I have absolutely no requests.  Stick me where you wanna.  I wasn't 100% serious when I asked for the ending, especially after remembering what it did to me last time.
I'll jam you in the middle somewhere. High Jump's still untaken, so have that.

I want to do this.  I'm not sure if I'll be any good, but I want to try it this time.  It might even be a bad idea, but I really think I should give it a shot, just to prove to myself that I can do competent level design for someone else's game.

I call Blue Key.  Why?  Because that way I don't have to worry about making a room where the player can get across without getting the power up first via mad skillz/exploits.  And I like blue.  That and it also gives me a fair amount of time to work.
This is a good attitude to take: you may be uncertain, but you went ahead and made the commitment.

I also have no requests
Have a Red Key? You can probably also have all the flags that you'd like.

I'd like to be a part of this, either by designing a level or by making some music for the game, if that's possible.
You can either be a designer and have the Yellow Key, or you can make music, or you can do both, or you can do neither. It's your choice! The only restriction on music is that it has to be in .ogg format.

I'd like to get in on this. Sign me up for ghost power-up, I guess.

And when are we starting?
You got the ghost eye. As for when we're starting—we're starting now. Look at the bottom of this post for more on this subject!

I'll join and give me anything.  Give me hope!
Pick any item other than the hologram. We'll have the player lose that item in the area immediately prior to yours, and they'll get it back during the course of your area.

So, the list, as it currently stands:

THE ABILITIES
Double Jump - Kayma
High Jump - Brentai
Hologram - Friday
Key: Red - Zaratustra
Key: Yellow - Bleck
Key: Blue - Catloaf
Key: Purple - Yyler
Proximity Detector - Newbie
Running - Lobst
The Eye - Healy
Umbrella - Bongo Bill
Wall Climb - McDohl
ANY - Constantine


THE ORDER OF AREAS VISITED
1. Lobst - Running
2. Kayma - Double Jump
3. McDohl - Wall Climb
4. Newbie - Proximity Detector
5. Bongo Bill - Umbrella
6. Yyler - Purple Key
7. Brentai - High Jump
8. Catloaf - Blue Key
9. Zaratustra - Red Key
10. Bleck - Yellow Key
11. Healy - Eye
12. Constantine - ANY
13. Friday - Hologram

THE LIST OF TILESETS/BACKGROUNDS REPLACED
Tileset 251


EDIT: See The new topic for turn order and abilities, etc.

This area progression was based around Bongo Bill's list and based on what you guys have said. If you don't like where you are in the order, please let me know immediately as many people are eager to begin designing, and changes to this order will affect what people can make.

The level is being designed to be a single, linear path. You can make your area a giant multilinear landscape if you want—I know I plan to—but your area should have a single definite start and finish. It should not be possible to leave your area except at the finish, and it shouldn't be possible to leave your area without having picked up the ability you've chosen or been assigned.  You can therefore assume a player who enters the starting screen of your area already has all the items from the previous areas. You can take away granted abilities as long as you return them before the end of your area. If you want to include a custom tileset or background—again, I plan to—please post with the tileset number that you're replacing as soon as possible. So, for example, I'm going to replace tileset 251 with my own creation, so don't use those snowflake dandelion things in your level.

Once Vampires vs Werewolves ends, you will have two weeks in which to finish your area and send it to me. (I'll update this thread once the game ends, in case you're not playing in it.) Anyone who has not sent in their portion by that point won't be participating, and your items will be redistributed to more deserving homes.

After all the areas are submitted, I'll contact each designer with the instructions for his or her second area.

BUT WHAT IF I'VE NEVER USED THE KNYTT STORIES EDITOR BEFORE?
It's easy! First, you'll want to download this brief PDF manual. It will tell you everything you need to know in order to make a functional area. If you want to make an area that's actually satisfying and fun to play, it may be useful to play a couple levels. You can also read this thread for some very specific local opinions. If you have any problems or questions, please feel free to ask in the thread or in #finalfight, assuming somebody with the relevant knowledge is in there.
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Bongo Bill

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #26 on: June 21, 2010, 02:00:30 AM »

My list was not in order, and in fact it might be preferable to shift the order around so that the powerups are acquired in a significantly different order than in EK2. Like, maybe you get the high-jump and double-jump both before wall climbing. That makes for a different kind of challenge.
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HessianD

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #27 on: June 21, 2010, 02:16:26 AM »

What sort of art is still needed?
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Bongo Bill

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #28 on: June 21, 2010, 02:50:39 AM »

If we do it anything like in the past, we'll need an opening and a closing "cutscene" (just a sequence of still images), and any such scenes that creators want to have in each segment. Hard to predict what exactly will be needed; I guess be on standby?

I will vouch for this man's artistic prowess.
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Friday

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #29 on: June 21, 2010, 04:32:03 AM »

I've got an idea for the ending area. If nobody else wants it, I'll take it.

However, I prefer Brentai do it, since he did such an amazing job last time. But if he doesn't want to work that hard again, that's perfectly understandable.
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Friday

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #30 on: June 21, 2010, 04:43:19 AM »

Oh, and while I saw the stuff HessianD did for the Bronto/TT TF2 throwdown and it was amazing, I'm serious when I say that Lee-Ham needs to make a triumphant return to drawing Juni porn.
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yyler

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #31 on: June 21, 2010, 08:25:22 AM »

Are there any tilesets no one will use ever? I would replace the alphabet sets, but I know you guys used them before (and to pretty good effect!). It's been a while since I opened Knytt so I can't quite remember all the horrible stuff in there by default, but if anyone has suggestions for stuff to remove I will hear it fo sho.

e: Just replaced 122, which was gross purple emoticons.
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yyler

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #32 on: June 21, 2010, 11:15:04 AM »

Also I need to be before the umbrella.

I would just remove it from the player's possession for a brief moment, but if they have it out when I remove it it gets stuck out. Can't be put away and still behaves normally. That's bad. And unfortunately, I only need to remove it for like 10 seconds, and I'd really rather have it if I am before the high jump.


My problem didn't stem from the umbrella like I thought it did.

Also replaced Music 255 and tileset 40, and used custom objects 1-5.

Three Hours Later, An Edit: This might not work. Forgot about expanding world size slowing shifts down... I dunno. I might have to rethink what I was doing. I definitely don't want to be moved though.
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Bongo Bill

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #33 on: June 21, 2010, 02:49:47 PM »

The sooner Newbie can provide an absolutely final powerup order, the better.
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Kazz

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #34 on: June 21, 2010, 03:47:47 PM »

I'm always doing early game junk so I want to be in the later game, with a key or somethin.
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Brentai

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #35 on: June 21, 2010, 06:37:12 PM »

I've got an idea for the ending area. If nobody else wants it, I'll take it.

However, I prefer Brentai do it, since he did such an amazing job last time. But if he doesn't want to work that hard again, that's perfectly understandable.

My thoughts right now are that we shouldn't have repeats of people doing the ending area.

...I also feel like we shouldn't have repeats of director, but Newbie's kind of so firmly stuck in the role now that it'd take a team of miners and the lubrication of a thousand virgins watching Orlando Bloom to extract him.  So whatevs.

One alternate suggestion I do have for Doin' It Different this time is that each submitter sends in two copies of the level, one full and one with the rooms he/she wants hidden already marked out.  This way each designer has some control over what the next designer gets to see and some possibility of deeper collaboration arises.

But it looks like we're going with parallel development, which is also cool.  Any chance of getting that timeframe extended to 3-4 weeks?  There's some... existing evidence for particularly feverish designers taking up that many man-hours.
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Bleck

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #36 on: June 21, 2010, 07:37:00 PM »

You can either be a designer and have the Yellow Key, or you can make music, or you can do both, or you can do neither. It's your choice! The only restriction on music is that it has to be in .ogg format.

That is not even a problem. .ogg and I? We're almost like bros.
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Frocto

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #37 on: June 21, 2010, 11:41:47 PM »

bongo bill said there was a party going on so I brought some tequila
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Bongo Bill

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #38 on: June 22, 2010, 12:13:52 AM »

It wasn't a party before, but now it is.
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jsnlxndrlv

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Re: The New Exquisite Knorpse 3 thread of organization
« Reply #39 on: June 22, 2010, 02:30:41 AM »

Kazz, you can have the yellow key. If Bleck wants to use it, too, we'll double up the same way we did with the purple key in EK2.

I've got an idea for the ending area. If nobody else wants it, I'll take it.

However, I prefer Brentai do it, since he did such an amazing job last time. But if he doesn't want to work that hard again, that's perfectly understandable.

My thoughts right now are that we shouldn't have repeats of people doing the ending area.

...I also feel like we shouldn't have repeats of director, but Newbie's kind of so firmly stuck in the role now that it'd take a team of miners and the lubrication of a thousand virgins watching Orlando Bloom to extract him.  So whatevs.

One alternate suggestion I do have for Doin' It Different this time is that each submitter sends in two copies of the level, one full and one with the rooms he/she wants hidden already marked out.  This way each designer has some control over what the next designer gets to see and some possibility of deeper collaboration arises.

But it looks like we're going with parallel development, which is also cool.  Any chance of getting that timeframe extended to 3-4 weeks?  There's some... existing evidence for particularly feverish designers taking up that many man-hours.

As much as I (and my fiancée) would love for me to not be the director, I know that I can rely on myself to meet my expectations and to actually see this thing through. All it will take for me to pass the reigns on is for somebody else to step up and say with conviction that they're going to do it this time... and then to actually do it.

And yeah, three to four weeks is fine.
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