Super Meat Boy PC Countdown:

NOV

22

tommy

Super Meat Boy Galaxy

Posted by Tommy on November 22nd, 2012 in Super Meat Boy!

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So a little over a year ago, I turned 30. For my birthday a good friend, Aubrey Hesselgren, whom I used to work with on Goo! and before that on stupid Hoopworld, made me this Super Meat Boy Galaxy Prototype. I played it, it was awesome. I thought he did a great job with the controls and that is really saying something because I am very picky about controls. Below is a video:



Anyway, he wants to release it to the world. At first Team Meat's business development team told us that "3D is IN now" and that we would make loads of profit off releasing it along side Call of Duty: Black Ops 2. However, Aubrey, being the humble British man that he is instead insisted that it be ransomed for charity instead. Click here to Donate!

So that's what he's doing. The charity is called The Samaritans and they provide 24 hour confidential emotional support for people who are experiencing feelings of distress or despair, including those which may lead to suicide. They are British so I imagine their success rate for helping people off the ledge is much better than similar American institutions due to the fact that British people in general sound super smart and as a result if they are saying "Hey, you have everything to live for" in a James Bond-esque voice, one would be much more inclined to believe them. Click here to Donate!

In all seriousness though, lets reach this goal and get 10k of England money donated to The Samaritans. It's a good cause, it's a fun game, everyone wins here. If you can spend $3200 on Steam Sales this week (which, you know you will, you always do) you can surely spend $3180 and send $20 to a charity that helps people out. Think about it and...Click here to Donate!

Back to making Cat AI....not half as fun as it sounds...
 

MAY

04

edmund

SMB:TG update + TOYS!

Posted by Edmund on May 4th, 2012 in Super Meat Boy!

As most of you know, our little April fools joke was actually real! but for those unaware Tommy and i are currently in development on Super Meat Boy : The Game, a touch based, mobile remake of Super Meat Boy, from the ground up! 100% new everything!

In our last update we touched on what super meat boy : the game was, and wasn't. still early in development our main focus is currently to really examine the mobile playing field to see what companies do right, and what they do wrong. As many of you may have noticed, there is a whole shit load of wrong out there these days, from abusive and manipulative money making tactics, to flat out stealing. To us the core of what is wrong with the mobile platform is the lack of respect for players, it really seems like a large number of these companies out there view their audience as dumb cattle who they round up, milk and then send them on their way feeling empty or at times violated...

There is an on going theme these days to use a very basic video game shell and hang a "power up carrot" in front of the player. the player sees this carrot, and wants it! all the player needs to do is a few very rudimentary repetitious actions to attain it, once they get to it, another drops down and asks them to do more... but then the catch... instead of achieving these "goals" by running on the tread mill, you can instead just pay a single dollar and you instantly get to your goal! better yet pay 10 and unlock all your goals without even having to ever play the game!

words can not express how fucking wrong and horrible this is, for games, for gamers and for the platform as a whole... this business tactic is a slap in the face to actual game design and embodies everything that is wrong with the mobile/casual video game scene.

i've gone off on a tangent a bit but what im trying to get at is, we are approaching development to SMB:TG with very open eyes, we want to make a game that WE would love to see on the platform, a feature length reflex driven platformer with solid controls that doesn't manipulate you with business bullshit in order to cash in. We want SMB:TG to show the player we respect them, not only by not manipulating them, but also by understanding they want a real challenge and they want a real sense of fulfillment when they have achieved something that's difficult... you know, like real games do.

So as an extra tease, here is the 1st full shot of the chapter screen in SMB:TG, The Green Hills!

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Dont let the fact that there are only 8 level pads make you think that SMB:TG will be bite sized, its content will rival the original, but in very different ways... more on that later.
(also yes there will be dark worlds!)


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In other Meaty news...
Official Super Meat Boy Toys are now in stock in the Team Meat store! (almost sold out)

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The full set features Bandage girl, Meat Boy and a big bloody saw (also stickers and a signed sketch) but they can also be purchased separately.

The extra cool part is these were all designed, produced and hand painted by Danielle's mom, she actually quit her day job to keep up with the demand. 100% of the profit goes to her, so by buying you are also helping another indie artist live their dream as well :).

All Plush toys are currently out of stock but Danielle is telling me to say that they will be back June 1st :)

Ive taken a bit of a hiatus from "the internet" lately, removing myself from twitter and the like (hiding from the looming indie game the movie storm), but now that things are moving again in Team Meat land, expect a lot more blog posts here!

-Edmund
 

MAR

31

edmund

Super Meat Boy for iOS (and more!)

Posted by Edmund on March 31st, 2012 in Super Meat Boy!

So as some of you know, we have been playing with the idea of porting SMB on the iphone for some time...

Sadly, there was no way of doing this without the game becoming a pile of garbage, Super Meat Boy is a twitch platformer with precision controls, there was no way in hell this would work on a touch screen with buttons all over it, Super Meat Boy isn't a game we want to make a sub-par version of just to cash in...
So, we decided to totally remake the whole game instead, from the ground up!

Here is the very 1st look at... "Super Meat Boy: The Game"

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We just started working on it so I'm are sure a lot will change as development unfolds but we do have a few major talking points of what the game is and what the game isn't.


What the game is:

- A feature length touch controlled platformer SPECIFICALLY designed for Touch devices.


What the game isn't:

- a shitty port of an existing game with non tactile buttons spread all over the screen blocking the players view and making for frustrating controls.

- the Super Meat Boy you're used to, there are aspects of Super Meat Boy in there, obviously, but this is a brand new game with new art, new sound, everything.


Expect more updates soon!
 

FEB

01

edmund
As many of you know Indie Game: The Movie is back from it's Premiere at Sundance with a flashy award under its belt, and to celebrate they are doing a very special sneak peek of the movie in Santa Cruz, Ca!

Aside from it being the 1st time the movie has been shown in the US outside of Sundance, this sneak peek is also extra special because its on my birthday AND both Tommy and i will both be there for a Q&A after the showing. (also if you stick around we might have a very nice meaty gift for around 200 people after the show)

Indie Game: The Movie
The Rio Theater, Santa Cruz Ca
7:00pm
$15


So if you live in the Bay Area, make sure you get your tickets ASAP, i tweeted about it yesterday and 1/3 of the tickets have sold. so get them while they are getable!

Buy your Tickets here!

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-------------------

We have been meaning to do a big ass post gushing about how amazing the film is and what an honor it is to be featured in it... but we have been a bit busy with video game making, so ill just say this.

Indie Game: The Movie is a magical movie that is about more than just video games, it's about living your dreams and inspiring others to do the same. If you have any interest in making games, playing games or simply being creative and making art, you NEED to see this movie.



See you guys there!
 

DEC

10

edmund

Become the owner of Meaty history!

Posted by Edmund on December 10th, 2011 in Super Meat Boy!

1up is doing an ebay auction for charity, this auction is a collection of video game sketches.. one of them is the super meat boy sketch that was the basis of the logo, box art, title screen and sticker of the game. the core sketch that defined super meat boys look and iconic toothless smile.

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This is by far the most important sketch in super meat boy history (and even has a sketch of a possible future Team meat game on the back) and it can be YOURS!!

there is only a day left on the auction, so have at it! I really want this sketch to go to a good home, and remember the money all goes to charity!

http://www.ebay.com/itm/180769408747?ssPageName=STRK:MESELX:IT&_trksid=p3984.m1558.l2649#ht_596wt_1183
 

NOV

30

tommy

Things every Mac user should know...

Posted by Tommy on November 30th, 2011 in Super Meat Boy!

Hey everyone,

I appreciate everyone being patient with the mac port (those who are patient that is). Naturally we hit some bumps but once again we got a patch out as soon as possible, it would have been faster but stupid STEAM had to go out and have vacation with their families over Thanksgiving....where do they get off....

Anyway, the latest patch that's up addresses every issue I can address and the purpose of this blog post is to inform all you Mac people the same things Windows people were informed of when they got the game. We did a blog post when that version came out, might as well do another one for the Mac right?

Minimum Requirements:

The iMac that SMB was developed on is a 2008 with the following specs:

Intel Core 2 Duo 2.66Ghz
2GB 800 Mhz DDR2 SDRAM
ATI Radeon 2600 HD

For all intents and purposes, these are the minimum system requirements for Super Meat Boy on the Mac...not so much the processor but the graphics card. You need to have something pretty decent to run this game. We never officially supported GMA 950 or any of the Intel Integrated HD graphics even on Windows. The game will "run" on configurations with integrated graphics, however it does not run well and there is no way I can make it run well at this point.

Mac Book Pros and Integrated Graphics:

I've run into quite a few people with Mac Book Pros that put my development iMac to shame that were having significant lag issues with the game. After digging around I found out that Mac Book Pros have integrated graphics and Nvidia / ATI setups that the machine can switch between since about 2010. I have an Alienware laptop that is the same so I know the frustration of running a game, having it run slow and go "But this fucking thing has an NVidia 330M in it...". It seems like quite a few mac users aren't aware that their Mac Book Pro does this, so we're going to cover how to turn this off in order to play the game correctly.

(I don't have a Mac Book Pro, so I stole these images from here)

Step 1: Go to your System Settings

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Step 2: Go to Energy Saver in the System Settings Menu

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Step 3: Select High Performance (I think this is a checkbox in later OS's)

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Step 4: Restart the computer

There is also a Apple Support page for changing the graphics settings:

How to Set Graphics Performance
How to Set Graphics Peformance on Older versions of OSX

And for determining which graphics card you are currently using:

How to Determine which Graphics Card is in use.

Accessing the Command Line:

Many people are confused on how to set command line options in Steam. We covered this a long time ago but with the release of the Mac version we need to cover it again

Step 1: Open up your Steam client, hit the button at the top that says Library (just like you're launching the game).

Step 2: Right or Control Click and hit Properties

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Step 3: Click on the Set Launch Options button

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Step 4: Type in your command line options

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Supported Command Line Options:

The command line allows you to change detail, resolution, and windowed/fullscreen status. When setting multiple options they must be separated with a space.

Fullscreen / Windowed

-fullscreen Sets the game to run in full screen mode
-windowed Sets the game to run in windowed mode

Resolutions

-640x480 Sets the game to run at 640x480
-800x600 Sets the game to run at 800x600
-1024x768 Sets the game to run at 1024x768
-1280x720 Sets the game to run at 1280x720
-1920x1080 Sets the game to run at 1920x1080

These are the only supported resolutions from the command line.

Detail Settings. This will help address lag issues if you are experiencing them.

-ultralowdetail
Runs the game at the lowest detail, parallax is taken out, particle effects are ignored, animals are missing, set pieces are gone, lighting is ignored, images are lowest possible resolution (made for integrated graphics though not officially supported)

-lowdetail
Runs the game with with lowest resolution images, lighting is ignored, particle effects are ignored (use this if you are having lag on CHAD, Dr. Fetus, or levels where you die from moving platforms)

-meddetail
Runs the game with medium resolution images (mid range setting, run this if you are having slight lag)

-highdetail
Runs the game with highest resolution images (run this if you meet my minimum requirements listed above)

So lets say you wanted to run in fullscreen at the highest resolution at the highest detail, your command line would be:

-fullscreen -highdetail -1920x1080

lets say you were having laggy framerate issues, your command line would be:

-windowed -lowdetail -640x480

Custom Controls:

Update:

Due to an unfixable bug in the Mac version, we don't support 360 controllers on Mac. I do apologize for this. The bug is unfixable because I can't again risk killing everyones game with another update. The game incorrectly assumes that no more than 12 buttons will ever be on a controller. This is mainly true, however Mac controller drivers map the JoyHAT as 4 different buttons it seems, which makes it so you can't map B X and Y properly. This also messes up the start and select buttons. It was a mistake on my part. The bug could be fixed, however there is a significant risk that fixing it will break other things to the point where its unplayable with the keyboard which we would then have to go in and fix and start a whole new cycle of updating the game / breaking something in an update, rinse, repeat. I am sorry about this, do know that it is fixed in our new engine for game 2. Also, non Xbox 360 controllers appear to work fine. Joy2Key esque programs may remedy this issue, but it has not been tested by me. Again, we are sorry about this.


You can now customize the controls of Meatboy himself. This customization only applies to Meat Boy since it's the most important aspect of the game. There is a file in the install directory called "buttonmap.cfg" (It was buttoMmap.cfg when I first uploaded it...I was quite tired). So it works like this. There are two sections in the file, keyboard and gamepad. You can set the movement, jump, and special / run keys to anything you like (within reason) through this file. So you lefties that wanted WASD, here you go. The config file is case sensitive, so just make sure its all lower case. Some buttons that do not have alphanumeric represtation have special names like:

Enter: return
Left Shift: shift
Right Shift: rshift
Space: space
Left Control: control
Right Control: rcontrol

You can only bind an action to one key.

For Joysticks you can customize the jump and special / run buttons by putting in the button number. For instance, the default is set to 1 and 3, which correspond to A and X on the Xbox 360 gamepad. 1 and 3 correspond to the equivalent of B and Y on Logitech controllers. We only support up 10 button codes, so if your controller's buttons map to numbers above that we can't support it.

There is another option called useanalog. This is set to true by default. This property allows the game to use the joystick as the dpad. If you are experiencing weirdness, set this to false and it will disable it.

Note: These controls only affect Meat Boy, Menu's are hard coded with controls.


Getting in touch with me to report bugs

The best way is to email me a crash dump and to send an email through our contact us form. Twitter also works though I'll just ask you to email me if the problem can't be solved immediately.

That's about it. This should fix every problem we are able to fix with the Mac port. Again I appreciate the patience and I'm sorry the Mac port was delayed so long and had a rough start. There's a super long story to all of this, why it took long, blah blah blah, but it's moot. I actually wasn't supposed to do the port but we had some issues at the last minute and Super Tommy had to come to the rescue...as he does every time...though his power source is draining. He needs to work on something other than Meat Boy.

ANYWAYS, everyone take care, thanks for being good fans, we love you and if I can help you with your problem, you know I will:)

Tommy
 

NOV

29

edmund

SMB COMMENTARY VIDEO!

Posted by Edmund on November 29th, 2011 in Super Meat Boy!

So a few months back Tommy and i got together to do an awesome SMB commentary track, we tried our best to achieve that and THIS is what came out.

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I hope you all enjoyed watching that as much as we did making it, its been a crazy year and we are both truly honored that so many of you love our baby as much as we do, and that so many of you would actually listen to us make crude and inappropriate jokes for an hour while someone plays our game.

Big thanks to Man vs. Game (his name is Jason, i think) for sending us that full run video, and we also need to show some love to Blink Works, who let us use their recording equipment and editing this video to make it have the illusion of a professional commentary video, we love you all.

Tommy and i are going to try and do an Ask Us Anything on Reddit soon.. not sure when but soon.. so be on the look out!.
 
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