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Pages: 1 ... 3 4 [5]
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Super Meat Boy / Level Showcase / Re: Chozonian's Levels
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on: February 10, 2011, 07:00:52 PM
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Cliff Division is great!  Really short and fun level. Much easier than The Death Theorem. It was fast paced, and enjoyable. If I were a new player, it would be a challenge. There seemed to be a useless platform off to the side on the bottom left. What was that for? There's a way to get the bandaid from below, but with the amount of time it takes, it isn't worth it. Good level! If you have the time, check out mine as well. Good job man!
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64
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Super Meat Boy / Level Showcase / Re: Chozonian's Levels
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on: February 09, 2011, 04:51:15 PM
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I'd suggest using a zip file to allow users to download easier.
Anyway feedback!
Your difficulty curve is alright. 1-3 is good, but 4 was a big jump the last few jumps on the death theorem were really tough!
I really like your decorations. Good job!
Level design overall was interesting. I enjoyed playing through your short levels! Some of the jumps on Matter of Factory were fun, and the first part of The Death Theorem was good. I had to cheat a bit to practice the last part of The death theorem, since the diagonal blades were a bit tricky to get through.
Bandages were good overall. They added a little bit extra challenge, but not to the point of me wanting to kill myself. I'd make them a little bit harder though.
To spice up your level design a bit, I suggest using obstacle waypoint mode. Check out Team Meat's blog post containing the tutorials. It's taught there.
Fix the camera once you know how. It's not too hard, but it makes a huge difference.
Good first levels man!
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Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP]
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on: February 08, 2011, 10:52:45 PM
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Added a new level! This one takes place in between levels 3 and, what used to be level 4. For those who have been supporting me all along (thanks!) and want to play the new content, it's Skyship-4.
It's quite "unfinished" in detail. I'm working on it. Until then, enjoy!
Updated. Fans now move better, it's a bit harder as well. (Not too much!) Enjoy the bandage!
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67
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Super Meat Boy / Level Showcase / Re: Meat Bound BETA feedback plz
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on: February 06, 2011, 06:55:59 PM
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Well, that was certainly an experience.
It's VERY hard if it's meant to be played in one life (without checkpoints). The amount of obstacles is staggering.
I would suggest either: 1) Long, less difficult levels 2) Shorter levels with more difficult obsticles.
Dying 40-50 seconds into a level is infuriating. (Which is why 7-20 is such a frustrating level)
the camera is quite easy to fix, I suggest you do that. (C is camera mode, shift click to drag a boundary box.)
Your decorations look great though!
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68
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Super Meat Boy / Level Showcase / Re: SkyShip: A themed level pack. [WIP]
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on: February 06, 2011, 01:24:01 PM
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Nice going with the moving flatforms and fans, I still need to find out how to get them to move  Regarding moving platforms and fans: You need to select them and press G to enter Obsticle waypoint mode. You can put a waypoint down, and shift-click it to select it's propertes. You use the scroll wheel to change the time it takes to move to that waypoint.
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71
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Super Meat Boy / Level Editing / Re: Devmode F8 menu cheatsheet?
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on: February 04, 2011, 11:35:04 AM
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Oh, and how do you make button-triggered blocks that come back at a different speed to them appearing, ala 7-19X XOXO?
I looked into it. There's a default value for blocks coming back, and you can't change it. If you were going for a snake effect, this is still kind of possible. If the closing blocks catch up to the opening blocks, (If your blocks take longer to open than your delay) it creates a 1 block wide gap. Regarding the spinning saw timing: The little saw takes about 1.555555 seconds and the large takes 5 seconds To get your ideal speed, divide the default speed by the speed you would like.
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72
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Super Meat Boy / Level Editing / Re: Devmode F8 menu cheatsheet?
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on: February 04, 2011, 02:34:16 AM
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Here's a quick one I threw together. First, some quick definitions. If you haven't programmed before, and INT (or integer) is a whole number. a Float (Floating point variable) is a decimal number
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)
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)
Black Maw Emmiter: Time mod: Animation Speed (Caps fire rate) (Multiplies default) Float 1: Delay between fire (Seconds)
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) Start time: Delay between button presses. (-1 is manual) Time Mod: Animation Speed (multiplies value.) Float 1: Speed which blocks open (Seconds) Float 2: Hold time (Seconds) Int 1: x coordinate of the block to open Int 2: y coordinate of the block to open
Let me know if I missed anything!
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Super Meat Boy / Level Showcase / SkyShip: A themed level pack. [WIP] [Medium Difficulty]
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on: February 04, 2011, 01:35:08 AM
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Download Here!Now with video! Levels 1-4 during early stages:Here!Video of Boss: Here!More screenshots: Here! (My steam community page) Hello guys! First time posting on this fourm. I've been inspired by the many cool maps I've seen to make my own. My level pack takes place on an airship. The theme is each level is the next "area" of the ship. Here's the level overview, up to level 13 Click for Large Image!Features--- Moving Fans! --- A Boss! --- Short Levels! --- Intermediate to Advanced Challenges! --- Bandages! This map pack will be 20 levels long. Currently, I have 13 done. This is a fairly easy map pack at the start, but if you are looking for some quick levels, give it a shot. If you want to give it a shot, grab it at This Google Docs PageA+ Times Dev timesLevel 1: 6.00 Sec 4.30 Sec Level 2: 7.00 Sec 4.68 Sec Level 3: 11.00 Sec 8.61 Sec Level 4: 8.50 Sec 8.04 Sec Level 5: 16.00 Sec 15.19 Sec Level 6: 14.00 Sec 10.89 Sec Level 7: 13.00 Sec 8.84 Sec Level 8: 10.00 Sec 7.74 Sec Level 10: 22.00 Sec 19.44 Sec Level 11: 8.50 Sec 6.75 Sec Level 12: NONE NONE Level 13: 14.00 Sec 10.53 Sec
Check back for updates! Updates: 0.1 2/4/2011: Initial Upload. 0.2 2/6/2011: Level 5 is complete. Level 3 is redone. Art touchups on levels 1-4. File updated to 0.2 0.2.1 2/6/2011: Tweaks on level 5 and 4 to add challenge were added. File was updated to 0.2.1 0.2.2 2/6/2011: Fixed a spawning issue in level 4. Pack updated. 0.3 2/8/2011: Bumped levels 4 and 5 up one, added new level 4. 0.3.1 2/8/2011: Tweaked and graphically updated level 4. Pack updated 0.3.1.1 2/10/2011: Dev Times Added. 0.4 2/13/2011: Level 7 released. (Took me long enough!) 0.4.1 2/13/2011: Added breakable blocks at the end of 7 so you don't run off to your death. 0.4.2 2/14/2011: Fixed the camera on level 7. 0.5 2/14/2011: Added level 8, rebalanced Level 7. Pack Updated 0.6 2/17/2011: Added THE MACHINE (Boss!) 0.6.5 2/19/2011: Rebalanced 7 again to be harder, graphically updated 4 and 8. Rebalanced 9 to be less exploitable, and more enjoyable. Recorded Boss fight. 0.7 2/19/2011: Added level 10. 0.8 2/20/2011: Added level 11. 0.8.1 2/22/2011: Updated level 11, Rebalanced level 7 AGAIN to be easier. 0.8 2/24/2011: Added level 12 0.8.1 2/24/2011: Added screenshots and modified first post. 0.9.1 4/8/2011: Added level 13 and overview screen.
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