Show Posts
|
|
Pages: 1 [2] 3 4 ... 6
|
|
16
|
Super Meat Boy / Help! / Re: Back General 2?
|
on: April 10, 2011, 03:00:47 PM
|
Put the saws on layer 3 and have blocks over them on layer 2?
But... Layer 2 is teh Fore Tile layer. Then Meat Boy would go right through the blocks, and they wouldn't be solid.  What I mean is, make the level as normal, with the saws on top as I guess they would be. Then just cover the centers of the saws with blocks on layer 2 that look just like the blocks on layer 4.
|
|
|
|
|
18
|
Super Meat Boy / Help! / Re: Back General 2?
|
on: April 10, 2011, 02:25:33 PM
|
Why not put the water on layer 3 and have it go over everything? Then put the saws on layer 5 with normal colors.
That is, with transparent water.
That completely screws with my waterfalls. Yeah that's what I thought. Unless I have an idea of how the level works, I can't really help...
|
|
|
|
|
19
|
Super Meat Boy / Level Showcase / Re: [In progress] Vexing Vortex
|
on: April 10, 2011, 02:19:29 PM
|
the next update on teh 13th should have a fix in for  's upside down jumping. might wanna hold off till we get it up. but a level I made requires a reverse gravity jump now what He means how you can't short-hop while upside down. It shouldn't change anything.
|
|
|
|
|
21
|
Super Meat Boy / Level Showcase / Re: [In progress] Vexing Vortex
|
on: April 10, 2011, 11:58:18 AM
|
I thought about doing that, except that would also turn all of the other hazards and props on that layer red. Red spikes aren't so bad, but red saws, red rocket launchers, red pipes, etc. all look kind of garish together.
Yeah, that's what I thought, I didn't know how your layers were set up. Anyway, awesome work, keep it up!
|
|
|
|
|
22
|
Super Meat Boy / Level Showcase / Re: [In progress] Vexing Vortex
|
on: April 10, 2011, 11:51:48 AM
|
Goddamnit! I was in the middle of making a Viridian chapter when I saw you had all this...  It's a lot better than my stuff. Also, I don't know how you have your layers set up, but I put all my spikes on layer 5 and made it red, since the spikes in VVVVVV are all red.
|
|
|
|
|
23
|
Super Meat Boy / Help! / Re: Keys that don't fall?
|
on: April 10, 2011, 07:35:52 AM
|
Put a waypoint over your key, this will allow it to float in midair.
Using additional keys isn't as efficient of an idea because you can't control which keys will fall. Saving/loading the map may change which keys will be affected by gravity and not.
I tried doing the waypoint before, and when I touched the key it spammed the noise and the key stayed there.
|
|
|
|
|
24
|
Super Meat Boy / Help! / Keys that don't fall?
|
on: April 10, 2011, 07:09:18 AM
|
|
When I make a key, it just falls down. There are a few levels in the game where the keys are hanging from poles or something, how do you do that?
|
|
|
|
|
26
|
Super Meat Boy / Help! / Re: Back General 2?
|
on: April 09, 2011, 07:14:50 PM
|
|
Why not put the water on layer 3 and have it go over everything? Then put the saws on layer 5 with normal colors.
That is, with transparent water.
|
|
|
|
|
28
|
Super Meat Boy / Help! / Re: Is it possible to change the tileset after you start the level?
|
on: April 09, 2011, 03:36:39 PM
|
Nope.  There's no such thing as a custom tileset, either, so you cannot make a level with hazards from multiple words. Not even the Cotton Alley levels are made from custom tilesets, just regular tilesets made to look pinkish.  Figures. I was making a VVVVVV themed level, and figured 4bit would fit best, but now I can't use keys to make it make more sense, or spikes to make it like the actual game.
|
|
|
|
|