The Cursed Gallery v0.9

sergiocornaga's picture

A still somewhat unfinished, but hopefully playable collaborative level. Features work by:

  1. atuun
  2. HihiDanni
  3. ncrecc
  4. SavourySnack
  5. Sergio Cornaga
  6. Vegetal Gibber
  7. xZilas

Made For: 
An event


Vegetal Gibber's picture

I really dig the hand-drawn

I really dig the hand-drawn tileset and sprites (both for Juni and the custom creatures) in the "Knytt Drawings" area!

I tried to sketch a simple title screen and give it a "painterly" look, but failed miserably at the latter. Still, it's better than just leaving the default Info.png picture... maybe. Feel free to use it:

Here's also a slightly updated version of the "paintings" tileset. Since the filler 5x4 pictures are not needed anymore (they should be replaced with preview shots of each level, which will probably require a few separate tilesets), I removed those to make room for a few more small paintings:

EDIT: I made 5x4 previews for all areas that were still using a placeholder image. If anyone prefers to make their own canvas for their area, feel free to replace the one I made with any other 112x88 picture.

Funny, I was just doing the

Funny, I was just doing the same thing:

Voidscreen is "dead ends", white canvas is "intentionally left blank"

Vegetal Gibber's picture

I see we even had the same

I see we even had the same idea for the "Gallery Hub" canvas. Heh.

Ha, "dead ends" and the

Ha, "dead ends" and the self-referential "cursed gallery hub" is pretty funny.

Vegetal Gibber's picture

I was able to put together

I was able to put together this really basic intro sequence that doesn't provide any background story and explains absolutely nothing. It does have some neat sound effects, though (all public domain). This can be used as is or added at the end of a narration.

NOTE: For this to work correctly, Juni's starting position at the hub should be moved about 3 tiles to the right.

Intro.zip518.11 KB
sergiocornaga's picture

New download link

I've updated the paintings, added VG's title screen and intro, and made a few other bugfixes and changes. Still working on it, but I figured I'd upload something in case I, like, fall asleep at my computer suddenly!

Thanks so much for your help, vg+ncrecc!

sergiocornaga's picture

Newer download link

Alright, hopefully it's at least possible to get in and out of every painting in one playthrough now! I'm sure there are some instances where not enough power-ups get turned off, and probably some other critical flaws. In any case, it's almost 6am and I'm going to bed. I'll try to check up before the competition deadline, but if anyone wants to work on the level they should probably edit it directly rather than wait for me!

xZilas's picture


This looks so cool. Really, really cool. And I'm glad to have been able to take a part in it!

I don't know if we're still making adjustments, so you can ignore this:
-on x1006y1003, there is a missing invisible block and metal platform for some reason, compared to x1006y1006
-on the gallery hub, my level name is listed as the full name instead of QILA (the correct name) because I'm silly and didn't update the name.

Vegetal Gibber's picture

Inspired by Sergio's valiant

Inspired by Sergio's valiant efforts, I uploaded a new version (v0.4) with a last-minute critical fix and a small graphical addition:

* Added a "Terrible-Horrible-No-Good-Very-Bad-Hack" that removes all power-ups collected by the player in the "Stained Glass Sanctuary", "Knytt Drawings" and "Tropical Lima Beans" areas. It's messy and not an elegant solution at all (it relies on duplicate rooms and delayed shifts), but it seems to do the trick. This prevents the player from getting stuck in some areas due to sequence-breaking (e.g. it was possible to keep the high jump from "Stained Glass Sanctuary" and then get stuck in the right area of "Knytt Drawings" after using a save point there).

* Added "Custom object 20" that overrides Bank15Obj5 (the air current) with a sorta-hand-drawn version that mimics the "Knytt Drawings" area look&feel and is more visible over the white background. I had trouble finding my way out of the area due to the default object being quite hard to spot, and I thought this could help.

sergiocornaga's picture

New version uploaded.

This one fixes the errors xZilas mentioned, and adds some (frankly pretty horrible) music to my Knytt Drawings section. Enjoy!

Apparently it's totally within the competition rules for us to keep working on the level over the next month or so, and may even be encouraged? There's nothing pressing I want to put in right now, but I do think we should discuss potential direct routes between paintings we could make, or how an ending might be triggered.

Vegetal Gibber's picture

Hmmm.... I might take this

Hmmm.... I might take this opportunity to finish and submit the small maze area that I wasn't able to complete before the deadline. Can't make any promises, though, since [Sekr1t Pr0ject LPC] will probably keep me busy for the next few days.

I do agree that we should at least try to add a way for the player to keep track of their progress (since each area has a different number of hidden artifacts) and to conclude the adventure by finding all the collectibles. One way of handling this would be including a room (possibly behind the door at the very end of the hub) with a big canvas that acts as a "progress tracker" and contains unreachable duplicates of all the artifacts scattered through the areas. This way, each time an artifact is collected in its respective area, it will disappear from this screen revealing the tile behind it (which could be a gold-colored version of the artifact sprite or something like that).

As for how to handle the "artifact warps", I propose doing this in a "one color at a time" fashion. Trying to set a warp screen for every possible combination would probably be an impractical nightmare, but if we make a separate hall for each color (e.g. first a "red" door that unlocks by collecting all red artifacts, which leads to a hall with a "blue" door, and so on), we'd only need to make up to 6 duplicate screens per color. We could also use each hall to display the collected artifacts for that color, instead of grouping them all in a single huge canvas as I previously explained.

Vegetal Gibber's picture

Uploaded v0.6 with a bugfix

Uploaded v0.6 with a bugfix for the "Tropical Lima Beans" area. This simply replaces a single tile/object, so you may prefer to make that single change in v0.5 yourself instead of downloading and installing another ~75MB file:

(Link removed -- scroll down to find v0.7 instead)

* [x1000y1021]: Replaced instance of CO #04 (the custom spider used in "QILA") with CO #24 (the background wave animation).

Danni's picture

Is it okay for the level

Is it okay for the level portraits to have different sizes? I'd kinda like mine to be portrait rather than landscape since the section has a focus on vertical space. There's a single unconnected area on the lower right corner of my map that I'd like to go somewhere, but I'm not sure where. I think it'd be cool to connect it to an otherwise inaccessible area.

Glad to hear that we have more time to work on this.

Edit: Oh, that region was used to place the exit portrait. Could the exit be down by the level start to make it easier to find?

Edit 2: It seems I was able to enter QILA with both the high jump and double jump after leaving my own section. It's possible to bypass a section you need to go through to get the climbing powerup.

Edit 3 (spoiler?): There also seems to be a wallswim shortly after you find the secret that is "behind you"

Vegetal Gibber's picture

The second point worries me,

The second point worries me, since the update I made yesterday was supposed to prevent that from happening. It seems to work correctly for me every time, though. Are you using the latest version of Knytt Stories +? (1.3.1). Delayed shifts may behave differently in previous builds, resulting in some shifts being completely ignored. If you're already running KS+ 1.3.1, then it's possible that the results can vary depending on the machine's clock speed, which would render this method unreliable. If you could confirm this for me, it'd be a great help.

Danni's picture

Enter and leave my level

Enter and leave my level (Stained Glass Sanctuary). You'll leave with the high jump.

Also there's a double jump powerup sitting in the initial room instead of just given to the player?

Edit: Updating to 1.3.1 seems to have fixed leaving my level with the high jump?

Vegetal Gibber's picture

I see, then it's what I

I see, then it's what I suspected. KS+ 1.2.4 addressed a couple issues related to simultaneous shifts, so it makes sense that it works correctly after updating. Still, it'd probably be a good idea to add a "Play this level in KS+ 1.3.0 or later" warning to the title screen, just in case. Thank you for confirming this.

I'll apply the same trick to all other areas, just to cover all bases, since I noticed that you can leave "The Abandoned Space Station" with a few power-ups too. Also, I just detected a wallswim at x984y1121, so I'll probably post another update in an hour or so. While I'm at it, I'll see if I can adjust the painting for your area, although it might be difficult to fit the resized canvas in one of the current tilesets.

Danni's picture

Played through my level

Played through my level again with the new version of KS+. You're able to leave my level with the hologram and purple key. Is that intended?

Vegetal Gibber's picture

The purple key staying in

The purple key staying in the inventory was intended. I didn't feel the need to clear it since this doesn't conflict with any other area, although I could remove that too if you prefer. The hologram should definitely NOT stay, though. I was just about to upload v0.7, so I'll try to address this issue too before doing that. Thanks for letting me know!

Vegetal Gibber's picture

Uploaded v0.7 with several

Uploaded v0.7 with several fixes and a minor modification:

* (From v0.6): [x1000y1021]: Replaced instance of CO #04 (the custom spider used in "QILA") with CO #24 (the background wave animation).

* Added an extra shift to clear the Hologram power-up after leaving the "Stained Glass Sanctuary" area.

* Added power-up removal shifts to other areas that needed them. Hopefully this should solve all issues with collected power-ups not being cleared upon returning to the hub.

* [x984y1121]: Fixed a wallswim when trying to go down from this screen if the player doesn't have the Eye power-up.

* [x1015y966]: Jumping down from here (instead of taking the portal) leads to a void screen. Added a few filler screens similar to the existing ones to prevent this.

* Resized the "Stained Glass Sanctuary" canvas to "portrait" format per Danni's request.

(SPOILER?) I also noticed that [x985y1122] has a secret passage that leads to a hidden room above, but there doesn't seem to be any hints or marks for this. I'm not sure if this was intentional, though. I left it unmodified for now, but I think marking this with Bank12Obj20 would be a good idea.

EDIT: I posted this way too soon, without actually waiting for the file to be completely uploaded. D'oh. It should be OK now.

I think now we can start

I think now we can start considering endings. Flags 2 through 9 are free, so that would be one flag for each enterable non-recursive painting, which is perfect. Though maybe the player should only have to complete 6 out of the 7 to escape since I did not handle difficulty very well with my entry. :/

Maybe for plot, one of the rooms would have a slip of paper left on it describing the point of view from the last person in the gallery. Something something "I've left this note behind in case anyone else is trapped in here, the doors lock behind you as the gallery seems to be haunted or such. After being stuck in here for a while and taking notes on these exhibits, it seems the doors only become unstuck once you fully appreciate at least six of the paintings here - some of which are too abstract for my interests." (referring to the unenterable paintings and the Gallery Hub painting) "Rumor has it there are also 14 artifacts hidden behind the painting frames that let you go deeper into the museum. I got out without even considering them. Worst thing that happened, I lost a bet."

Vegetal Gibber's picture

I like this idea.

I like this idea. Alternatively, we could make it so the player only needs to find at least 1 or 2 artifacts of each color (from any areas) in order to escape the gallery and get the regular ending.

Vegetal Gibber's picture

Uploaded v0.8 with a couple

Uploaded v0.8 with a couple more fixes. Get it by using the link on the first post (I just replaced the previous file).


* Floating Island Park: Replaced a few background tiles to match the color of the others (e.g. x1042y985)

* Floating Island Park: Added a wall to prevent the player from reaching a void screen when climbing up from x1032y983.

* Gallery Hub: Game is now auto-saved when returning from the Floating Park area.

* Gallery Hub: Blank and "Dead Ends" canvases were missing the bottom row.

EDIT: Re-uploaded the file with a few more fixes for voids/wallswims in the "Floating Island Park" area (x1013y981 and x1018y981, when trying to go up after getting the climb power). Ideally, I'd create some filler screens to block the player, but this could be problematic for that particular area (because of the "running through the background hills" part), so I've blocked them with invisible walls (mimicking x1017y981) for now.

EDIT 2: Yet another fix added: changed shift type from "Floor" to "Square" in x983y1010 (at the very end of the "Press A to Slow Down" area). This should prevent the player from accidentally passing through the object without triggering it.

EDIT 3 (Final edit from me... I swear!): I recompressed some of the ambiance/music tracks (atuun's and ncrecc's areas) to reduce their bitrate as much as I could, which cuts down the size of the .knytt.bin file from ~77MB to ~28MB. I've checked each recompressed track and I'm pretty confident that the impact on the overall sound quality is not noticeable, but if anyone's not happy with the end result, please let me know (alternatively, feel free to replace any of the changed tracks with the original one and re-upload the level).

This is most likely going to be my last revision for a while, since I'm going to be very busy in the next few days (both with other projects and holiday stuff). Merry Christmas!

sergiocornaga's picture

Version 0.9

More little fixes!

* Press A to Slow Down Zone: Fixed checkpoint shifts. Made second bail-out point disable umbrella.

* Gallery Hub: Weird vase painting was missing its bottom row now too. What's going on here!?

* Gallery Hub: Brief shift screen gallery screens also had messed-up paintings, probably due to tileset alterations. Anyway, fixed!


Some things to consider:

Do we want to add more artifacts? If not, I think we should change the current artifacts to just two colours since we have exactly 14.
On the other hand, if we want ending to be based on artifact collection rather than painting visiting, I think we could add 7 more artifacts.

At this point I think my preference would be to have the requirement for the ending be to enter every painting. In some cases this would allow players to just duck in and out if they didn't want to complete a level, and possibly we could add more shortcuts back to the gallery to accommodate this. We could also reward level exploration with bonus material, such as having something unlocked with the purple key kept from Stained Glass Sanctuary.

For the ending, I was thinking it would be cool to have one more painting behind those doors. To make up for the overly compartmentalised nature of what we have so far, this would be a patchwork/exquisite corpse collaborative area of sorts where we define/graybox/blockout the overall layout together, and then individually remodel screens in disparate visual styles of our own choosing. But perhaps this idea is too ambitious! We've done a lot of work on the level already, after all.

Danni's picture

I like the Exquisite Corpse

I like the Exquisite Corpse idea! Maybe we should limit it to just several screens per contributor? Or would that make it look really inconsistent?

sergiocornaga's picture

I'd like to totally embrace

I'd like to totally embrace "inconsistent" and have no [intentional] visual continuity between screens! Everyone could work on a small number of lone disconnected rooms without seeing what will be adjacent (other than a basic layout to prevent wallswims). I suspect this project has inspired these thoughts!

Vegetal Gibber's picture

I like this idea too. I

I like this idea too. I drafted a couple screens for an area that I ended up discarding due to time constraints, so this could be a good use for those. We should make sure that this could be done before the 2nd (final) deadline, though. I think it should be doable if each participant only has to submit a very small contribution (about 5-6 screens, at most).

Vegetal Gibber's picture

The missing bottom rows you

The missing bottom rows you mentioned were my fault. I rearranged and optimized one of the tilesets to make room for the new "Stained Glass Sanctuary" preview painting, but I forgot to check a few screens when I made a last minute edit there. Sorry for that!

As for the artifacts, I wouldn't be opposed to adding one more to my area (in fact, I already have a place in mind for that purpose), but I'm not sure if all other authors will be available to edit their areas before the 2nd deadline (especially during the holidays). Replacing the three existing green artifacts with red/blue ones would probably be the quickest solution.

Vegetal Gibber's picture

Last area

I'm finding myself with more free time that I originally anticipated. Should I try and kickstart the proposed last/bonus area with a few screens?

sergiocornaga's picture

Go for it!

Go for it!

Vegetal Gibber's picture


I can also compile it into the full level if this is preferred.

I think to smooth out the

I think to smooth out the difficulty, the purple key and hologram should be needed in order to exit the Stained Glass Sanctuary. Right now it's the only level that you can "win" without having to collect anything.