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Pages: 1 [2]
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16
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Super Meat Boy / Level Editor / Re: User Friendliness
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on: April 17, 2011, 07:31:31 PM
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You know what's funny. Every of those features are in an illegal hacking tool of a Super NES game but not in a legal level editor made by the creators of their PC game.
tldr: Random Guy > Team Meat.
Don't be a dick, they can't stray too far from the tools Edmund used or else the products of the level editor will be incompatible with XBLA/teh internets, and while us PC people couldn't give less of a fuck, they have to honor that established system because that's what they promised and the Tommunism engine was designed with compatibility across consoles in mind. There's a fragile balance at stake and that's part of why the level editor is taking so long and why we can't have thing like new tilesets, etc. As far as illegal ROM hacks, you don't have to worry about contract obligations or programming compatibility, you've already technically had to break the game in order to get it to function on your computer. Team Meat doesn't want to break their own game. Not yet anyways. I'm sure they wouldn't be against adding more user friendly features but don't act like an asshat because the alpha editor is kinda difficult to use. We could add limitless features to Meatboy if we started modding it, and you're welcome to try that yourself, as I have no pretensions towards being a programmer, but if you can't program either then don't pretend to know jack shit about what you're talking about. Just offer some constructive criticism instead of personal attacks on the coolest and most responsive development team I've ever encountered and be patient like the rest of us.
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Super Meat Boy / Level Editor / Re: OFFICIAL EDITOR BETA TESTING THREAD
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on: April 17, 2011, 07:16:47 PM
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Some questions: Can enemies, bandage girl, and or/meatboy be affected by layer color? How do you do those crazy silhouette levels? Is there any way to just tint enemies using layer color? Can parallax be brought to the foreground? I want to make a level with some spooky atmospheric fog. I can't remember if this ever happened in the regular game. Is there any way to layer tiles over one another? Like the tiles that look like windows, can they be opening out onto another tile on a layer further back? And can the frontmost tile be stood on by meatboy? What exactly can we control as far enemies are concerned? I know we can control their speed and weight, but is there any way at all to manipulate size, starting direction, range of vision, ability to phase through tiles, etc.? Can enemies be turned into foreground and background elements to either add atmosphere or as a harmless scare tactic? Why are so many feature concessions (such as adding tilesets) being made just so the editor is compatible with the XBLA version/teh internets (I'm assuming this is why they can't do certain things)? Won't our pc character exclusive levels already be incompatible anyways? This is more food for thought and encouragement for a modding community to get its ass in gear than a question I expect an answer to. 
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Super Meat Boy / Meat Talk / Re: Your Goal for before the level portal
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on: March 04, 2011, 03:39:39 PM
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Unlock the kid He said with shame. See I got to his warpzone, and that and other warpzones are all I'll let myself do until I get him, because I like actually using the secret characters unlike the people who beat as many things as they possibly could with just meatboy before even trying anyone else out. So yes, I won't even let myself finish rapture until I Unlock the kid. I can get all the way up to the last three jumps of the first level with relative ease after a few warm up deaths. I've never even seen the second level except in videos... It's not that it's all that difficult, it's just when the only thing you allow yourself to do in the game is that level, and you do your standard two and a half hour failure run, you don't see any real reason to come back for a couple weeks. So I find myself thinking a lot about Super Meat Boy, but not actually playing it except in a hot sweat at 3 in the morning once every other other week while that little blue shirted bastard wears that sick smile on his face as he runs into spike after spike. So yeah I guess I'd like to unlock the Kid.
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Super Meat Boy / Meat Talk / Re: All of The Game's Sprites/Textures/Backgrounds Ripped
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on: March 04, 2011, 03:19:27 PM
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We've known that the Xbox characters are still in the PC version, what we found was that the code for them was completely removed. No dice for using xbla characters.
"cough" pirated "cough" versions "cough" of XBLA games "cough" in compressed file form "cough" do exist. If Tommunism engine were cracked, "cough" finding "cough" relevant lines of code "cough" would not be difficult. Pardon me, I have the consumption.  You were saying something about all hope being lost? (Also Gish is just a palette swap of Gooball, and Alien Hominid is going to be in the Ultra Edition. That's two out of six down right there.)
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Super Meat Boy / Meat Talk / All of The Game's Sprites/Textures/Backgrounds Ripped
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on: March 04, 2011, 03:09:39 PM
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I DID NOT DO THIS All credit goes to some guy on The Spriter's Resource: http://www.spriters-resource.com/pc_computer/supermeatboy/sheet/37356The sprite sheets are not really "sprite sheets" so to speak, they're decompiled animations, and as I am not an animator, they're incomprehensible to me. ALSO, it may interest you to know that as I have long suspected , the Xbox characters are not "removed" on the PC/Steam version, their animation and unlock files all still exist within the game's registry. They've simply been locked away. There may be a simple way to access them, or we may have to crack the Tommunism engine to get to the bottom of it. If we pursued the second option, we could maybe even add some new characters or features (obviously without online support). I'm no coder, so this is up to you guys. Even if we can't get to the Xbox characters, it's still a great rip and it's super cool to have these files. Another possible and more realistic use would be re-texturing tilesets for non portal-compatible custom levels. Again, this is all speculation, I haven't actually tried doing anything with these yet. (Dear Tommy and Edmund, Are you contractually obligated to prevent us from getting these characters or can you legally not give a shit as long as we don't use them to mess up the leaderboards?  )
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