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27138 Posts in 1555 Topics- by 2037 Members - Latest Member: Porkley

June 19, 2013, 04:06:53 AM
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1  Super Meat Boy / Level Showcase / Re: Saltstone (9/20) (1/20x) on: June 02, 2011, 06:27:21 PM
Sorry for the lack of updates and levels, I've been busy with mapping and other things. I'll most likely continue to make levels later this month, but for now this is just a reminder that I haven't forgotten about this.

EDIT: Feb 9th 2012

Ok yeah I forgot about this
2  Super Meat Boy / Level Showcase / Re: Die's Levels (9/20) on: May 17, 2011, 02:36:57 PM
I started work on the Dark World variants of the levels.

First one I edited was HX1.

http://img821.imageshack.us/img821/965/bannedvy.png
Titled "Banned"
3  Super Meat Boy / Level Showcase / Re: Psychedelic SAAAA - Finished !!!!!!!!!!!!!!!(!!!!!!!!!!!!) on: May 14, 2011, 06:23:10 PM
Some pictures would be nice for those of us that don't feel like opening up SMB to view them.
4  Super Meat Boy / Level Showcase / Re: Die's Levels (8/20) on: May 12, 2011, 05:11:34 PM
Added a new level, Rocketeer.

Somewhat similar to 3-17 (If I can remember correctly)

http://img809.imageshack.us/img809/1132/rocketeern.png
5  Super Meat Boy / Level Showcase / Re: meat processing plan(t) Your opinions would be greatly appreciated! on: May 12, 2011, 04:57:02 AM
Never use more than 3 lights. looks like you have about 7 there.
6  Super Meat Boy / Level Showcase / Re: Die's Levels (8/20) on: May 10, 2011, 07:04:02 PM
Finally, good levels! Never thought I'd see those pop by. The levels look pretty nice and you have a good attention to detail when it comes to decoration and props. These stages were hard, but the difficulty was well balanced so you eventually want to keep trying until you finally beat it.

Thanks, I tried to keep the levels at a moderate difficulty. Not impossible, but will take many tries to complete.

And yes, it is disappointing to see the portal being spammed with 50x40 forest tile levels with hazards scaled using the shift key.

Pillars: This was a really clever gimmick you had going there. It's well executed, too. The level itself was pretty easy and simple, but this section was worth the admission.

Pillars was an experiment with way-points and hazards that I really didn't want to copy onto a new level. It took me a long time to get the stream to cut off/flow realistically in sync with the platforms.

Keyline: You can still jump to the other side of the final pit even though the bridge is gone (by doing a walljump). Was that intended? If you wanted the player to obligatorily use the bridge, you might want to place hazards that'll prevent the player from walljumping.

Keyline is supposed to be a speed-run level, you should try to beat it as fast as you can and having a key-bridge is good for that. Being able to wall-jump it without the bridge was intentional, I didn't want it to be impossible to finish the level if you weren't fast enough to get to the bridge before it went out.

Airborne: It was sometimes tricky to orient yourself properly for the jump due to the absence of "rain" graphics highlighting where the wind of the fans blow. Then again, littering the whole playfield with those probably would also clutter the whole level and make it unappealing... so take this suggestion with a grain of salt (pun intended, obviously)

I did try putting the wind/rain effect by the fans, It was hardly visible and didn't look very good so I got rid of them. I might add them to the fans that are more powerful than others. The ones that have a stronger push are in front of the sawblades, I tried to make it easier to be flung over/into the sawblades.



@Ckarasu: HX1 was made based on dodging saw-blades quickly. I did attempt to make it as short as possible without removing the challenge.


I might also re-make each level for a dark-world chapter.
7  Super Meat Boy / Level Showcase / Re: My First Level: The Silo on: May 10, 2011, 02:35:46 PM
Your design looks good, try adding some lights to it or changing the layer colours.

also, the platform at the end is really hard to see because of the background.
8  Super Meat Boy / Level Showcase / Re: Die's Levels (8/20) on: May 10, 2011, 01:52:04 PM
This post will be for the Dark World variants of the levels in the above post.

I will update this once in a while.

Banned (HX1 variant)
http://img821.imageshack.us/img821/965/bannedvy.png
9  Super Meat Boy / Help! / Re: USE CTRL to scale, NOT SHIFT on: May 09, 2011, 06:32:35 PM
I was working on a worded tutorial for tips on level aesthetics. I sort of stopped after the video tutorials came out, should I continue with it?

Also, I agree with that "trusted author" idea.
10  Super Meat Boy / Level Showcase / Re: My levels on: May 07, 2011, 09:51:00 AM
Did you really need to upload the same chapter 11 times? seems a bit redundant.

Level 1:

You used shift to scale the saw (use Ctrl for scaling, shift changes the foreground/background distance, which is why the saw moves around when you do.), the fires aren't aligned to the grid (hold the ~ button to snap objects to the grid.)

Bandage girl needs to be scaled to at least 0.8 or 0.5.


Level 2:

you placed bandage girl beside the spawn and there's nothing else.


Lev- You know what fuck it. These are terrible and you should probably learn how to make a proper level before uploading anything.

You should also try to change the layer colours around, add lights, background tiles, etc. More details.
11  Super Meat Boy / Level Showcase / Saltstone (9/20) (1/20x) on: May 06, 2011, 08:37:46 PM
This is just a thread for the levels that I make once in a while. Not enough to throw into a chapter just yet, but you can play them on the portal until I can release a chapter.

Levels! These are going in order from easiest to hardest.


Tact: (Par ~10s)
http://img405.imageshack.us/img405/1136/tactm.png

Pillars: (Par ~6s) I spent all day working out the waypoint system for this one. The platforms move underneath the stream of salt, then the stream stops, and you can move through. When the platform is not blocking the stream, it touches the ground. It turned from an experiment to a short little level. Just noticed that there's a tile missing in the bottom part, it's not in the uploaded level, must have accidentally right-clicked before taking the screenshot.
http://img94.imageshack.us/img94/6149/pillarsb.png

HX1: (Par ~10s)
http://img813.imageshack.us/img813/6181/hx1.png

Keyline: (Par ~15s) Note: This level has changed since this picture was taken. There is no longer a falling key.
http://img638.imageshack.us/img638/9250/keyline.png

Starport: (Par ~11s) There's around 200 stars in the background, I got to about 384 objects total.
http://img62.imageshack.us/img62/272/starport.png

HX2: (Par ~18s) more lock chases with a side of rockets
http://img198.imageshack.us/img198/7036/hx2.png

Airborne: (Par ~11s)
http://img851.imageshack.us/img851/9048/airborne.png

Rocketeer: (Par ~17s)
http://img809.imageshack.us/img809/1132/rocketeern.png

Style Mile: (Par ~20s) Bonus points if you get the reference.
http://img232.imageshack.us/img232/7377/stylemile.png

Here's a playthrough of 5 levels.
http://www.youtube.com/watch?v=U4_mj3NrwBA


So those are the levels that I've made so far. Have fun playing them if you do.


Also, the Dark world variants of these levels are below this post.
12  Super Meat Boy / Level Editing / Re: Beta Level Editor is up! on: May 06, 2011, 03:06:09 PM
those of you getting the crash when you add lvls to chapters how many levels have you uploaded?

I've uploaded 5 levels, I could only add 2 or 3 levels before it crashed.


Probably already posted, but when playing super meat world levels, the level title that appears at the top when you start is different from the actual level title. The par time also varies.

I also recently made a level with a lot of background objects ("Starport" if anyone wants to play it). I got to around 384 objects in the level. Around there, I started to lag when trying to place another object which would prevent the object from being placed.


When you play a chapter, then go back to playing random levels off the portal, the music won't change back to "Meat Spin". It will stay the same as whatever music the chapter used.


PS: How am I supposed to vote? When I beat a level it either shows a single star or it shows a black bar that says "Skip Vote". I'm running SMB 1280 x 720 in a window.
13  Super Meat Boy / Level Editor / Re: OFFICIAL EDITOR BETA TESTING THREAD on: May 03, 2011, 02:42:48 PM
May or may not have been said already, but when you select a third level for a chapter, it crashes the client.
14  Super Meat Boy / Level Editing / Re: Super Meat World announcement! (shhhhhh) on: April 01, 2011, 01:42:23 PM
The client is running really slow for me, everywhere. The main menu is laggy, I tried playing through some levels, really low framerate.
15  Super Meat Boy / Level Editing / Re: Super Meat World announcement! (shhhhhh) on: April 01, 2011, 12:13:11 AM
Can't wait to use the new editor Meat Boy
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