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27117 Posts in 1549 Topics- by 1991 Members - Latest Member: emailbrooks

May 21, 2013, 03:23:59 AM
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1  Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP] [Medium Difficulty] on: May 07, 2011, 02:07:46 PM
Haha so much for that goal. School and work...
2  Super Meat Boy / Help! / Re: Some strange bug (when uploading level) on: May 06, 2011, 04:47:13 PM
When you press L, it automatically selects light. When you upload the level, it places the light. I've had this happen to my levels too.
3  Super Meat Boy / Level Showcase / Re: Takeoff - A Viridian Level on: May 06, 2011, 04:44:21 PM
That is hard as hell. I couldn't get past the second obstacle. Maybe I'm just really bad with 
4  Super Meat Boy / Level Editing / Re: Beta Level Editor is up! on: May 05, 2011, 07:24:44 PM
The reverse order upload worked just fine. Thanks!

I had 13, then 14 levels. Last time I tried, it sent you guys a minidump. Hopefully it will help!
5  Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP] [Medium Difficulty] on: May 05, 2011, 07:12:32 PM
14 is up as "Material Line" in the portal.
Sorry for the double upload, one had an extra light in it. Full chapter will include the right version.
6  Super Meat Boy / Level Showcase / Re: [In Progress] Meat Power! on: May 04, 2011, 11:14:13 PM
Gave em both a shot.
No fly zone has a few good ideas. I like the jumping section at the start, and the zig zag launchers are kind of fun.

The zigzags are not. They add nothing but time.

Jellystone had some Ok Pacing. you could speedrun it without stopping.

You would greatly benefit from three things right now.

1. You have multiple layers for background. It's worth learning how to use them. Instead of just having the forest canvas behind the player, add some dirt, or mix up the grass texture. Your levels are a bit bland at the moment.
2. Learn to use the camera. You won't have to rely on saws to stop the player from leaving your area.
3. Learn to use Way point mode. Spinning saws and up and down saws only exist in the Forest and the End tile-sets I believe. Way point mode adds a ton of options to your obstacles.

Also, learn to scale your obstacles so all your saws don't look the same.

If you want a good example, check out my level: The Bridge. It's medium hard, but I bet you can handle it.
7  Super Meat Boy / Level Editing / Re: Beta Level Editor is up! on: May 04, 2011, 11:01:57 PM
Crashing whenever I try and add a third level to a chapter.
Chapter button says Create, could be confusing.
Press F1 to Play and Press F1 To devmode are a bit off the screen. (running 1920x1080)
Old bandages were not showing up in uploaded levels. Bandages are just finicky, i'll look into it more later.
Individual levels display random names at the top. (Pulled from the main game)

What would be nice:
Preview in game. The zoom camera at the end can cause a few unexpected problems (Shows out of map areas if B-girl is too close to the edge of the map.)

Some way to stop chapter/level spam. It's already begun in the Chapters tab. *cough pro pack cough*
8  Super Meat Boy / Level Editor / Re: OFFICIAL EDITOR BETA TESTING THREAD on: May 04, 2011, 04:49:44 PM
Yeah, 3rd level upload crash is annoying.
I'm a bit concerned about the chapter upload. It seems like there's no hardcap on how many chapters you can upload in a day. Hopefully the chapter spam will go away soon. If it catches on, I'll probably stick with "Enter the Unknown"

Does anyone have problems with re-uploading levels in order to fix old ones? (I.e. Bandages not working, camera problems when finishing a level). Perhaps a "My Levels" tab in devmode is in order, with the ability to modify and re-upload levels.
9  Super Meat Boy / Level Editor / Re: User Friendliness on: May 01, 2011, 07:13:41 PM
Particle editor should use a color wheel. That would be helpful.
10  Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP] [Medium Difficulty] on: April 27, 2011, 07:20:20 PM
Spring break bump! Help me design a "Boss" level!

Let me know:
Your favorite Super Meat Boy boss.
Your favorite style of obstacle.
How long the boss battle should be.

I'm going to make a final push to get this level pack done. I'm shooting for May 7th.
11  Super Meat Boy / Help! / Re: Keys that don't fall? on: April 10, 2011, 07:05:23 PM
I'm actually not sure if you need those fixes. It can't hurt to try and install them. Have you been hitting G for waypoint mode?
12  Super Meat Boy / Level Showcase / Re: [Featured!] Starlight / 20 levels on: April 08, 2011, 04:07:07 PM
You are way too good at this game. I had trouble with level 1! 
I'm going to have to give this one a pass. Sorry!
13  Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP] [Medium Difficulty] on: April 08, 2011, 01:09:15 PM
Level 13 has been uploaded. Sorry for the long break!
Enjoy that bandage.
14  Super Meat Boy / Level Editing / Re: F8 Guide to Devmode on: April 08, 2011, 11:03:37 AM
Indeed. Feel free to take this if you want to put it in the help section. I'm not quite sure how I would organize it.
15  Super Meat Boy / Level Editor / Feature idea: Waypoint time editing on: April 08, 2011, 11:01:11 AM
I could be calling this too early, and it's already planning on coming in, but I feel that it would be really useful. Waypoints require copious amounts of scrolling when building more advanced obstacles. (Say, timing a boss fight). Having waypoint times read off the last waypoint would help a ton.

Say I place waypoint 1 at 3.00 seconds. When I place waypoint 2, it would default at 3.00 seconds. I could bump waypoint two to 6.00 seconds in half the scrolls.

Direct keying in of waypoint times would be useful. If I wanted to make an object disappear for the rest of a level, I could type in 9999 in for the Start Time, instead of scrolling the mouse wheel.

Let me know what you think!
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