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27117 Posts in 1549 Topics- by 1995 Members - Latest Member: margarette1980

May 24, 2013, 11:36:38 PM
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1  Super Meat Boy / Level Editor / Re: OFFICIAL EDITOR BETA TESTING THREAD on: May 10, 2011, 03:44:55 PM
Bug:
So, cameras seem to become "uneditable" if you make more than 2 and left click one. It seems random as to when or if this happens, but I can assure you it has happened to me. Not sure if this was reported or not. Not a huge problem, but sometime it makes modifying camera parameters a pain. Reloading the level does not help, for the most part. It does allow you to add new cameras, as sometimes the bug does not allow you to.
2  Super Meat Boy / Level Editor / Objects/Props observation on: May 10, 2011, 03:13:43 PM
Not sure if this goes here, but I think it fits. There's something I've noticed when going through the objects/props. It seems a number of them have a thin black line at the top (not sure what this is called). Like the parallax of the city in the "rapture"(?) tileset. Plenty of tiles with transparency have it, and I just think it would be nice if it were adressed.

Here's a list, to make it easy to tell:
Salt Factory:
Steel Beam(Object)(Between fan and saw launcher)
Large Saw (Object)
Both Parallaxes (thin line)

Hell:
City Parallax (tint in transparency)

Rapture:
City Parallax (tint in transparency)

The End:
Bush Parallax (Tint in transparency)

8 bit:
City Parallax (tint in transparency)


There also seems to be a few tiling isuues with certain tiles. If any of this is intentional, or my settings are wrong (I believe everything is on recommended settings), then I will immediately delete this topic. These are just what I've noticed, and I thought it would should be brought to peoples' attention so maybe they can get fixed.

(still updating)
3  Super Meat Boy / Level Showcase / Re: Die's Levels (8/20) on: May 10, 2011, 02:59:45 PM
HX1: Personally, I think it suffers from PJS (precise jump syndrome). On a platform that quickly disappears under your feet, I find it hard to get out that one precise jump your stage wants. Space out the saws to give your players bit more breathing room.

Tact: I can see where you are going with this one, and it's pretty well thought out.

Style Mile: Pretty good work. Conmplex, challenging, and a good design.

That's all I've played so far.
4  Super Meat Boy / Level Showcase / Re: Die's Levels (8/20) on: May 10, 2011, 02:33:16 PM
I'll give them a shot, man.
5  Super Meat Boy / Level Showcase / Re: Ckarasu's Level Gallery on: May 10, 2011, 02:32:37 PM
If they're too hard/cheap/annoying, feel free to tell me. I didn't intend to make them unfun, just kinda challenging. And I have had a few people playtest them.
6  Super Meat Boy / Level Showcase / Ckarasu's Level Gallery on: May 09, 2011, 11:59:52 PM
So, I've kinda gotten into this whole level creating thing, and figured I should show them off or something and get feedback. So, here they are:

1. Facility
2. Moonlit Manor
3. Office at Dusk

Feel free post criticisms and comments. And yes, I'm aware Moonlit Manor is a bit muddy. After working on it for a while, I kinda didn't notice that.
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