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27139 Posts in 1556 Topics- by 2037 Members - Latest Member: Porkley

June 19, 2013, 05:13:30 PM
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31  Super Meat Boy / Level Showcase / Re: [WIP] [CHAPTER] Retro for all Ages on: February 24, 2011, 07:17:39 AM
Pretty cool looking levels! I'm sure you could time Bandage girl to fall using Obstacle mode.
You should think about fixing the camera. By pressing C and shift-click dragging a box around your level, you can restrict the camera.

It would be worth changing the background by the saw launcher. It is very hard to see the saw.
32  Super Meat Boy / Level Editing / Re: @Edmund on: February 24, 2011, 06:35:59 AM
My bet is that you can upload infinite chapters with 1-20 levels each. Why? I believe that SMB's world maps are generated based on the number of levels. The SMB demo used the same snaking pattern, so did The End.

Also, why limit how many chapters you can put up? 20 level chapters made up of large levels are about 200kb (my largest level is under 10kb) That's TINY, unbelievably small. On a server using 1 500 gb HDD, you could save 2.5 million 20 level chapters.

500 Gb is really small. What if we assume team meat picks up 1.5 terrabytes  of memory (About $70 on newegg)? That's 7.5 million 20 level chapters, for a grand total of 150 MILLION levels.

1.5 Terrabytes is still not very large. Edmund, if you do respond, how much memory are you picking up for your servers?

I don't think we need to worry about upload limits.
33  Super Meat Boy / Tech Support / Re: Oh, why hello there Bandage Girl. on: February 23, 2011, 07:53:00 PM
Cotton Alley levels are Bonus1-1 for level 7-1, and Bonus1-1x for 7-1x.

Retro are (world)-(Level). For Meat is dead 3, It would be 5-12.

Easiest way to find the level name is to make a replay of it.
34  Super Meat Boy / Level Editing / F8 Guide to Devmode (NOT the Level Editor!) on: February 23, 2011, 07:34:27 PM
IMPORTANT: IF YOU HAVE NOT INSTALLED THE DEVMODE FILE, AND HAVE NOT CREATED A LEVELS FOLDER, DO SO RIGHT AWAY
Devmode hotfix file, Extract to Steamapps/Common/SuperMeatBoy

levels folder goes in SuperMeatBoy/SuperMeatBoy/UserData

What is the F8 menu?
   The F8 Menu is a universal menu that controls the settings of various obsticles.

Why should I care?
   Mastering the F8 menu adds variety to your levels. It lets you time obstacles to add to the challenge of your level, or to open a speedrunning path.

How do I open the F8 Menu?
   Shift click on an obstacle to select it. (Should create a green box around it.)
   Press F8

What are all these terms? Int? Float?
   Int 1 and Int 2 are Integer values. They have to be whole numbers. No decimals.
   Float 1 and Float two are Floating Point values. This means that they can have decimals.
   Time Mod messes with the speed of the animation. I'll note where it is useful.
   Start Time affects the starting point of the animation, adding a delay effect. Howver, it is generally not used, but is useful in a few cases. It tends to mute sounds on lasers and eyes.



OBSTACLES


Launcher:
Start time: Delays the blade launch (bugs out the animation and sound)
Time mod: Animation speed of firing (Caps how fast a blade can fire out) Multiplies factor.
Float 1: Delay between each shot. Capped by the Time Mod. Seconds

Swinging Saw
Time mod: Speed and Direction of Saw. Multiplies factor. (Default is 1.55555 seconds for small, and 5 seconds for large)
Tip: To set the timing on a saw to an exact value, divide that value by the default time the saw needs to do one rotation. Use that new value for Time Mod.

Fan
Time mod: Animation speed. Multiplies the value.
float 1: Intensity of the fan (negative = suction)
float 2: Area of the fan. (Must be > than 0) (Pixles)


Key:
Float 1: Speed of opening blocks (Seconds)
Int 1: X coordinate of the block to open
Int 2: y Coordinate of the block to open

Laser:
Start Time: Where the animation starts. (Set to anything but 0 to get rid of the charge up sound)
Float 1: Hold Time. (Sec) How long it fires.
Float 2: Reset time. (sec)

Rocket Launcher:
Time mod: Animation speed (caps max fire rate. Higher = faster)(Multiplies value)
Float 1: Delay between shot (Seconds)

Lava Ball Emitter
Time Mod: Speed of ball coming out(Multiplies default)
Float 1: Delay in between each ball (Seconds)
(Note: make sure to use the white block obstacle in the Hell tileset to get rid of the lava balls!)

Black Maw Emmiter:
Time mod: Animation Speed (Caps fire rate) (Multiplies default)
Float 1: Delay between fire (Seconds)

Force Orb: (Interestingly enough, orbs have 2 fields!)
Time Mod: Animation Speed (multiplies default)
Float 1: Intensity of field 1 (+ = vortex)
Float 2: Intensity of field 2 (+ = vortex)
Int 1: Range of field 1
Int 2: Range of field 2

4-way launcher
Time Mod: Animations speed (multiplies default)
Float 1: Delay between shot. (Capped by time mod, seconds)

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 open

Fun things to try:

Create a launcher, and set the time mod to 20. Set Float 1 to .01  Don't die.
Time a laser to turn on and off to create a jumping puzzle.
Make fans ultra powerful to blow Meat Boy around.
Create a vortex using an energy orb.

-----------------------------------------------------------------------------------------------

RockLeeSmile: Guide to Movers and Particles

Help Mode - Movers

So you want to have a platform or saw move about your level? No problem.

First, place your object from hazard mode (press "h"). Second select your object (shift left-click drag over your object). Then press "g" to switch to waypoint mode. Next, find the point where you want your object to end up (remember you can use the ~ key to have the object snap to grid (so you're more precise)). Then left click to set a waypoint.

Next, you need to select your new waypoint (same as before, but you'll see a red box around it instead of green). Then scroll your mouse wheel so the "time" value rises to the amount of time you want it to take for your mover to reach it's destination. Now, you technically have a mover... but chances are you don't want it to "snap" back to it's point of origin instantly. If so, read on...

To make your mover return to it's point of origin, you need to make another waypoint (very close to where your object started it's journey), then set it's travel time to be double what it took for the object to reach the first waypoint. You then need to nudge it (slide with the arrow keys) to be directly on top of the point of origin. Congrats! You now have a nice moving platform or saw blade.

Finally, if you need to create multiple waypoints just keep in mind that you need to add the times of all previous waypoints as you go along. Each point is individual in it's properties, so it needs to be reminded that you want it to go at whatever speed the previous one was going.

I've also had success with making size "tweens" where a blade grew or shrank as it followed a path, just size your waypoint (ctrl + scroll) and it should change on the fly.

Thanks to GproKaru for explaining this process to me in the first place! :)


Help Mode - Particles

I will be posting a series of commonly asked questions with detailed answers in the hopes of having a centralized help area. Hope you find these useful.

---Particles---

In Hazards (press "h") place a "p" box (looks like a yellow box with a large letter P in it. Highlight it (shift and left-click drag), then press F8 to bring up the object properties box. In decending order, these are the default values for a normal yellow jumping spark. I've included a list of colors with which to customise your particles. Just substitute those values into the "Color" box. Have fun!

Standard base values:
10 - Velocity (Lower = slower)
200 - Spread Amount (Lower = together)
1.0 - Spacing (Lower = less break)
0.0 - Nothing ?
16449453 - Color
10 - Avg. # Particles ? / Not sure

Colors:
----------------
Yellow:16449453
Red: 12457000
Burnt Red: 124526100
Gray/Red: 124521000
Lavender: 16470000
Burnt Orange: 164780000
Bright Orange: 16449800
Tan: 164950000
Forest Green: 1651000
Neon Green: 24566600
Pink: 16535000
Navy Blue: 16780000
Dark Blue: 34678900
Water Blue: 20354000
Green: 16820000
Peach: 14265000
Gold: 12500000
Magenta: 12585650
Graphite: 17565200
Indigo: 1111111111
White: 2147483647
Black: 0


----
Let me know if you need anything added, or clarified.
35  Super Meat Boy / Meat Talk / Re: Super Meat Boy Stats 1.8 on: February 23, 2011, 03:31:06 PM
Looks pretty good. A few questions. Does the game par time calculate only on levels that have been passed, or is it just a standard value?
Is there any way to color the text green or red depending if you are under or over par? That would be pretty cool.

Thanks for the %'s!
36  Super Meat Boy / Level Editing / Re: Mini-Chapter Concept: Zombie Rode on: February 23, 2011, 03:24:04 PM
It is. You need to use n for animal mode i believe.
37  Super Meat Boy / Meat Talk / Re: Super Meat Boy Stats 1.8 on: February 23, 2011, 12:06:54 AM
Nice program.

Please change the %'s from an int to a float. It would be nice to have a bigger range (2 decimal places would be awesome)

Any way to lock the box where the stats are complied? You can type in it atm.

I'll be watching this!
38  Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP] on: February 20, 2011, 09:31:27 PM
Level 11 is up. Enjoy! These levels will be a bit harder than the first 10.
39  Super Meat Boy / Level Showcase / Re: Friction - Custom Level pack on: February 20, 2011, 12:28:01 PM
Very good maps! Meat Boy

Overall, my favorite was probably Friction 04. I loved the feel of that map.

Likes: Good difficulty. It was hard, but not frustrating.
Interesting jumps! I had a lot of fun doing them.
Decoration was fantastic. I need to learn how to make my levels look that well.

Dislikes: Background saws. Interesting gimmick, but if I was an average player, I wouldn't know what to do. Try and teach players which saws are which before throwing them at the player.
Bandage on 04. It felt way too difficult. Maybe I'm terrible at the jumps, but I gave up on getting that. I'd take out the 4th saw to make it more fair.

I'll be watching this. This is fantastic!
40  Super Meat Boy / Level Editing / Re: I can't make levels on: February 20, 2011, 11:56:57 AM
More like credits to Edmund for giving the community that

I meant for the information...
41  Super Meat Boy / Level Editing / Re: I can't make levels on: February 20, 2011, 11:42:24 AM
The stuff needed to make your maps bigger can be found here: http://www.mediafire.com/?6ykri5flx1r5ua9
Extract the folders contained in that RAR to: C:\Program Files\Steam\steamapps\common\super meat boy

(credit to Gproductions for the information, and Edmund for the file.)
42  Super Meat Boy / Level Editing / Re: How Do You Upload Levels? on: February 19, 2011, 03:23:53 PM
Google docs, they have good update management. (Also, hard to notice ads)
43  Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP] on: February 19, 2011, 10:26:55 AM
Level 10 is up!
I've decided to keep going with this, and make a full 20 level pack. Expect more challenges, and a second boss!

If anyone could film a blind/full run of levels 1-9, that would be awesome! Again, thanks for all your support!
44  Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP] on: February 18, 2011, 07:12:16 AM
That boss battle was just awesome, easy to beat the last part in a cheap way though.

You made 7 easier! 

Thanks, I can guess what the cheap way is. (Probably just wall jumping. I can fix that though.)

I made 7 easier since it felt too hard in the difficulty curve. I may make it harder again though!
45  Super Meat Boy / Level Editing / Re: Bosses on: February 17, 2011, 07:55:14 PM
I just finished my "boss". It's a killing machine!
Let me know what you guys think. It's the 9th level of my level pack. Check my signature if you liked it, and let me know what you thought of it.

https://docs.google.com/leaf?id=0B85x8FPnU0MOOGJmNmUxN2ItNDk1Zi00MzU1LThiYWEtOWRlNGEyZmZmYWFm&hl=en
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