Recovering old RwK levels
Okay, so, the Robot Wants Kitty Level Recovery project...
A great number of levels have become invalidated by bug fixes, but I hope that by providing actual blocks that emulate the glitches, the levels can be recovered with minor edits.
I am going to be providing a Windows copy of the game that can be used to "port" old levels.
The process will go something like this:
1) Run the Windows copy of the game
2) Download an existing level from a tool I will develop
3) Drag/Drop that level into the Windows copy of the game
4) Fix and share
Now, the only issue here is levels where the creator is long gone, but they're good levels. I am looking for a way to address that, and welcome any input or ideas. I would like to just make a zip file available with all levels in it, for anyone to port whatever they want, but I expect there would be some ownership/credit issues with that.
A great number of levels have become invalidated by bug fixes, but I hope that by providing actual blocks that emulate the glitches, the levels can be recovered with minor edits.
I am going to be providing a Windows copy of the game that can be used to "port" old levels.
The process will go something like this:
1) Run the Windows copy of the game
2) Download an existing level from a tool I will develop
3) Drag/Drop that level into the Windows copy of the game
4) Fix and share
Now, the only issue here is levels where the creator is long gone, but they're good levels. I am looking for a way to address that, and welcome any input or ideas. I would like to just make a zip file available with all levels in it, for anyone to port whatever they want, but I expect there would be some ownership/credit issues with that.
Comments
If you're concerned that this could lead to plagiarism, then how about having the PC version give every converted level a non-removable flag that'll prevent their uploader from receiving any karma for them? That way, people would lose any incentive to steal quality levels from other people.
What I do agree with however is that not doing something because no other game does it is a poor argument. If everyone adhered to that, there would be no more innovation. Some of the most beloved games out there succeeded precisely because they had great ideas that nobody had thought of before.
The only thing that should matter is whether or not a feature is actually good, not how widespread it is.
Well... let me think about what kind of analogue I can do that could match this. Rather than do this though, I'd much prefer to add Hoggy-style scripting, which would open more possibilities and not require the user to guess stuff.
I'm happy to act as an admin for levels if you're ok with that. I could repair levels of users that are no longer around. Credit happily retained by original author, with. Our that it was updated for compatibility by level moderator. Is that easy to do?
@fnanfne... to make something "user friendly" it has to be pretty self explanatory with either a single glance or the very first time it gets played. A good explanation of it in this video from Egoraptor (language warning)
I don't see a good way to make these glitched mechanics 'obvious.' If I were to try to design a level to take advantage of them, I wouldn't even know how to do the explanatory part (example: In the novice level, you don't know that exploding lazors will destroy red crates-- so you get dropped into a pit where the ONLY way out is a situation where you WILL hit a red crate with the exploding lazors, by accident even if you don't intend to-- and then you know!).
@kylseglin In Hoggy, the user can set up trigger zones (for instance, "if Hoggy walks here"). Those triggers can run small scripts that can, for example, dissolve a portion of the playfield, open doors, tweak monster behaviors, etc. Some of the level creators have done incredible things with it-- everything from making cartoons to full-blown RPGs. It provides a creative outlet for level makers that would be a great improvement on looking for sneaky ways to gimp the collision system to make a level nearly impossible!
HEY ROBOT! ROCKET AGAINST ONE WAY WALLS AND KEEP ROCKETING! YOU'LL STICK AND SLOWLY GLIDE DOWN IT! (Press A to continue)
1) Run the Windows copy of the game
2) Download an existing level from a tool I will develop
3) Drag/Drop that level into the Windows copy of the game
4) Fix and share
//
What do I do now that I've installed RWK for IOS? I've backed up the levels using a 3rd party tool. I can extract them because the .ipa on my desktop is effectively a zip file. Is that enough for now?
Ob1: when running left/right, the game constantly stutters when scrolling. It's very distracting.
Ob2: after playing FOMB's test14, the Velcro feels too sticky. If I want to jump or fall, it's fairly tricky.
Also, how do I donate? I promised a donation. I clicked an ad so far, but, no donation box :)