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27117 Posts in 1549 Topics- by 1992 Members - Latest Member: pokemon

May 23, 2013, 07:59:51 AM
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Pages: 1 [2] 3 4 ... 28
16  Super Meat Boy / Level Showcase / Re: My chapters (Salt Factory xx, The True End) on: March 27, 2012, 07:15:53 PM
Yeah, uploading was disabled indefinitely. They have to get new servers, or something. They said it might take a while, because they're pretty busy right now, so we'll have to wait a few months, probably.
Super Meat World was closed after the hacking attempt on it, and as far as I know, it will never be opened up again.

Unfortunately, there's no real reason to keep making levels for this game anymore, unless people would be willing to go back to sharing level files and opening them through devmode, as it was the case back before the level editor was official and the level portal even started to exist.

Oh man, remember that? I feel like we've gone through a ... time ... warp.
17  Super Meat Boy / Help! / Re: Creating a Chapter on: January 25, 2012, 10:09:44 AM
Huh, I was wondering why my levels weren't showing. Hopefully, the problem will be solved soon. I'm just worried about the possible reprocusion that when it does enable again, people will have tons to upload and will be doing so all at the same time, bogging down many things.

Yeah, good point... they should re-enable the feature at 3am without telling anyone then. That would help.
18  Super Meat Boy / Help! / Re: Creating a Chapter on: January 23, 2012, 09:18:16 PM
Ugh, that sucks... I haven't uploaded anything in a while so I didn't realize.

Well, I'll be sure to ask about it once my chapter is near ready to go up...
19  Super Meat Boy / Level Showcase / Re: [New Chapter] Anyone for testing? on: January 23, 2012, 09:16:58 PM
Care to tell us how the chapter production is going? I can't wait to play/test it.  Meat Boy

To be honest, it's been very slow for the last week or so. I've had a few RL things blocking me from sitting and working on it for many hours in a row. I'm going to try to make a bit more time and get back into the groove and see if I can still make it by the end of the month... it may or may not happen.

I do really appreciate that you are interested enough to ask, that is a good motivation for me since I don't want to keep you guys waiting if I can help it!
20  Super Meat Boy / Level Showcase / Re: [New Chapter] Anyone for testing? on: January 12, 2012, 11:00:41 PM
Just wanted to check in with you guys so you know I haven't run away or anything... I've polished and "finished" 6/20 levels so far. I know that seems awfully slow, but I've been spending about 4-5 hours on each level (which I know is quite excessive, but wait till you see them!).

I already had a close call with overwriting one of the finished levels with a new one, thankfully I've learned from my mistakes and keep a second folder with backups!

I tweeted the first screenshot yesterday, if anyone wants to see my twitter is: @rockleesmile

feel free to follow me, I may do that more if anyone cares...
21  Super Meat Boy / Level Showcase / Re: [New Chapter] Anyone for testing? on: January 09, 2012, 07:01:20 PM
Sure, but can you give me an estimated difficulty ahead of time? That way I know hoe much time to a lot. 

Yes, thank you for your reply!

It will be really, really hard... but more fair than The Passenger. The vast majority of the chapter will be jumping dexterity challenges with static saw blades. There will be a few exceptions of course to keep things interesting, but expect it the ramping difficulty to start a little before light world cotton alley and end a fair bit beyond it's dark world. I made an effort to "teach" the new skills you will need as you go on this time.
22  Super Meat Boy / Level Showcase / [New Chapter] Anyone for testing? on: January 09, 2012, 03:34:10 PM
I'm beginning the decoration and refinement process of my third full chapter, and was wondering if anyone (the more the merrier) would like to potentially help me test?

I have all 20 levels laid out and have begun adding art and atmosphere now, so it will be a bit before I'm ready to ask for actual testing to be done, but it will be coming up soon, so I wanted to get this thread out there ahead of time.

Just sign below if you'd like to help.

Thanks!
Rockleesmile
23  Super Meat Boy / Meat Talk / Re: Your Super Meat Boy Gameplay Videos on: January 08, 2012, 01:09:48 AM
just a quick question probably not worthy of a new thread,

i've seen some dude advertising "lets play" videos here. What's the deal? I remember the days when stuffing a lump of paper in the top corner of a cassette tape to record yourself playing a commodore 64 was cool but these days anybody can do it. and so i guess my question is this... if anybody can do it, what kind of satisfaction does whomever records themselves playing endlessly get from the process and why would anybody want to watch it?

there's a point to looking up speed runs to try find better routes, that same point applys to uploading your kick ass records. what the hell is the point to them lets play videos?

I'm not sure if I'm the "dude" you are referring to, but I have advertised Let's Play (super meat world) videos here. I was doing them for a few reasons: one, I enjoy playing, editing, and commenting on other players level creations. Two, I was providing a sort of critique or review service for the other map editing members of the community here. Three, I was trying to think of interesting content for my YouTube channel, and since I love Super Meat Boy, I figured what better way to highlight the great authors I stumble upon while at the same time having a blast wading through the not so great stuff... then I get to report back to you guys with my opinion of the cream of the crop and you can laugh at all my deaths in the meantime!

Hope that helps you understand why someone might do this.
24  Super Meat Boy / Level Editing / Re: RockLeeSmile's Concept Dump on: January 08, 2012, 12:57:08 AM
Just thought you might want an update... I have 19 viable levels and a flow plan for a chapter now. I intend on making 22-25 in total and trimming down to the best 20.

Although the decorating, testing, tweaking, and revising will take a little while, I think some of the slowest work is already behind me... I'd hope to have this chapter ready for play this month.

There's going to be at least one level where you control Meat Boy in a completely new way... and not anti-gravity this time. Can't wait to share it with you guys!

RockLeeSmile
25  Super Meat Boy / Help! / Re: How the hell do cameras work? on: December 30, 2011, 02:46:57 PM
Whenever shit starts happening that doesn't make any sense, such as exploding repeatedly, save and quit the editor then relaunch and reload. Same goes for weird hitbox issues. If you're stuck and confused, just restart the editor first.

As for the previous answer about objects following you around... that post about resetting your z axis to 0.00 was exactly right. It can get left on the wrong number from a previous object placement and it won't reset itself automatically.
26  Super Meat Boy / Level Editing / Re: F8 Guide to Devmode (NOT the Level Editor!) on: December 05, 2011, 04:30:45 PM
Thank you for fixing my name, and I saw the thread title... nuff said
27  Super Meat Boy / Level Editing / Re: F8 Guide to Devmode on: December 04, 2011, 01:26:13 PM
Hey !

If you want to improve this help, you can change the "Button" part as follows :

Button: (Side note, buttons can be quite buggy. it's sometimes better to copy one from an existing level)
Delay : Delay between button presses. (-1 is manual)
Time Off: Time where the switch is ON. (Seconds)
Unlock speed: Speed which blocks open (Seconds)
Time On: Hold time (Seconds)
Start block X : x coordinate of the block to open
Start block Y : y coordinate of the block to opends

I put the modifications I did in bold, feel free to check it and modify the thread

I agree, this definitely could use a revision.

Also, while you're there Kyle273, could you please fix my name on the credits for the parts I added? It still has my name in the wrong order... it also should be all one word please.
28  Super Meat Boy / Help! / Re: Disappearing tiles on: December 04, 2011, 01:23:51 PM
Hey !

It's me again, the tip you gave me didn't work. Do you have another idea of what could cause this issue ?
Maybe it's just my configuration of the switch, what do you think ?

Edit : Unbelievable... I need to die once on every test and the switches start working correctly >_<

Well, that's definitely worthy, I agree. I'm really glad you figured it out too, because I didn't really have any other good suggestions after that.
29  Super Meat Boy / Help! / Re: Disappearing tiles on: December 02, 2011, 05:34:52 PM
Hey

First off thanks for your help.

I've been trying to play with the properties of the button to do that but I'm facing a problem (again :þ )

When I hit F1 the button is pressed, the tiles disappear and then reappear as planned, then the button switches to off, then to on, and nothing happens.

Here's a screenshot of my button properties : {pic}

What I'd like to accomplish is to have the tiles appear for 1,5 seconds then disappear for 1,5 seconds and etc...

I surely must have done something wrong but I can't find what, and the F8 help didn't really help me cause I don't have the same categories as the ones listed.



Ok got it. First off, I forgot they changed the dialog boxes since dev mode, so sorry about giving you some slightly old info.

I'm like semi-certain that the problem you're having is solved by simply saving and reloading your level (if not that, then just quit and reload the editor). I've had it numerous times too.

As far as getting the behavior to work exactly as you want, you're definitely gonna have to do a bit more experimenting... getting timing on these types of things down accurately was never my strong point. It's definitely possible though, just keep at it.
30  Super Meat Boy / Help! / Re: Disappearing tiles on: December 02, 2011, 09:32:41 AM
Ok, the trick is that you have to link them to a button that "self-presses" at the interval you want. Usually you would put this "automatic button" off screen so the player can't see it or even know there's something controlling the blocks. Instead of using a -1 interval for the start time on the button, you would use that space to specify the frequency of automatic button presses. After that, it should be pretty much smooth sailing.

Good luck and let me know when you're done if you want me to try your levels on my YouTube reviews series at: http://www.youtube.com/playlist?list=PLB017AFB668D8D42A&feature=view_all

For more specifics on the F8 menu see: http://supermeatboy.com/forum/index.php/topic,677.0.html
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