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Super Meat Boy / Meat Talk / Re: anyone still playing?
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on: June 17, 2012, 06:18:56 AM
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PS: does anyone know if there are more new Teh Internet chapters to come ?
Considering that Team Meat is working on a new game and that Super Meat World does no longer accept further level uploads, I really doubt we'll see new chapters on the PC, let alone on the Xbox 360.
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Super Meat Boy / Level Showcase / Re: My chapters (Salt Factory xx, The True End)
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on: March 26, 2012, 02:30:15 PM
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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.
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5
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Super Meat Boy / Level Showcase / Re: Cheveu - Rapture and below
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on: February 16, 2012, 04:26:56 PM
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You really don't mix things up well enough in the Dark World versions of the levels; almost all of the levels are exactly the same as the Light World version of it, plus they only add about one additional challenge to deal with or makes you go through the level backwards while not changing anything about the actual level layout. In some instances, like Levels 8, 9 and 10, the Dark World version is actually far easier to beat.
In the next chapter that you make, you ought to make way smaller levels so that you can brush up your graphical abilities, since those levels are very bare and not visually interesting... and the good looking levels in the chapter were remixes of the official stages.
You have some interesting gameplay in this chapter. Level 3 in particular has some pretty neat jumps and the moving platform ride in Level 9X was an interesting twist to the level (although it was way too easy, the obstacles in the Light world version were far more dangerous). However, I didn't like some of these sections with the gravity wells, they seemed to require pretty precise jumps, which are tricky to pull off at times due to their erratic nature. Most of the levels were enjoyable enough to play, if not a bit too long.
The final stretch of Level 9 is a dick move. Not only you have to pull a tricky jump off a wall that breaks off, but there's a sawblade launcher at the top which can prevent you from even attempting said jump at all because there's no longer a wall to jump from by the time the hallway is clear. Since there's no way to see it shoot from anywhere but the breakable walls, this part is almost nothing but luck. The fact that it's placed at the very end of the stage makes it even more infuriating because you have to play the whole level again just to retry a luck-based trial. To put this in light, I spent almost 10 minutes trying to beat this level to no avail, yet I finished the Dark World counterpart of this level after only 4 tries.
Level 10X was incredibly easy due to the far zoomed out camera; was that even intentional? You could jump over the whole hallway with sawblade launchers section with no penalty and the larger screen allowed you to lose the Fly off into the screen so you could break the very long row of blocks away with no worry (which isn't fun, by the way). Also, I'm sure you can find a more imaginative gimmick for the Dark World version, putting a key at the end of the level in the intent to make you backtrack all the way to the start is not very fun or original.
In the end, you have some good ideas and most of your levels are enjoyable to some degree, but you really need to polish your levels on a graphical standpoint, as they all seem early first drafts that are done just to test out a level's concept. It also didn't help that most levels were almost identical on a graphical standpoint and didn't have anything to spice them up. Also, some parts of your level design just seem done in the intent to piss off the player. I know I have spent a lot of time talking about the negatives of your chapter and this post may feel a bit rude, but I'm pointing out your shortcomings so that you can avoid doing them later and in the process, you'll end up making much better chapters.
I wish you best of luck on your next chapter!
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7
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Super Meat Boy / Meat Helping / Re: The Hospital - I Was Just Wondering...
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on: January 24, 2012, 07:03:35 PM
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Some unlockable characters are used in order to get some warp zones/bandages (mainly these pesky bandages that require a double jump ability to get) but you don't need them to finish the game.
As for your previous question, you don't need Viridian to get to the warp zone. Hell, Meat Boy can go to it without much problems. You just need some good timing to jump through the leftmost gap and get the falling key opening the way to the warp zone. You should have more than enough time to make it to the warp before it closes.
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Super Meat Boy / Meat Talk / Re: Teh Internets levels added!
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on: January 22, 2012, 09:51:31 PM
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It almost makes the steam version obsolete, best of the best and leaderboards = win?
yeah, especially since the uploading feature is disabled on SMW. the pc version is basically the shit version now. This is what really makes me wish I was around before the level editor was out. Seems like devmode levels are the only ones that get any attention on xbox. I was kinda hoping that one of my chapters would go up. But, knowing Team Meat, that'll either never happen, or take 6 more months. I was thinking that my many hours in the level editor would pay off. It didn't. To me, all of the best level editing did take place back in the devmode days. There was this really long and awkward pause when the "official" level editor came out, which turned off devmode in the process. In its first release, the editor was unusable as it was plagued with a lot of glitches, many of these locked up the editor and left you unable to save or do anything. It took a long while for the editor to be usable again and this drove a lot of people away from level editing, which was a pity because there was a lot of talented people involved there. Not that I say anything against what people are making nowadays, of course. There's still some good stuff made but a lot of really terrible levels as well (which I ironically spent more time showcasing in my Super Meat World videos). Back then, the signal to noise ratio wasn't as bad because learning the editor took a lot of time and effort, so most of the people who came to terms with it eventually managed to make great stuff. By making the editor accessible to all, not as much effort is being made and you end up mainly with disposable junk made by people who didn't bother putting any ounce of effort. The aforementioned chapters were added today. I don't have the pc version, so these levels were a pleasant surprise. A few of the levels lag, though.
The guy that made Starlight and Minneapolis, RyokoTK, didn't mess around with decoration and some of these levels use a lot of objects, which require more resources to run correctly. Even on my PC, I sometimes had slowdown while playing Minneapolis, which was the main reason I didn't like it. Starlight probably wouldn't be as bad in that aspect, though.
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Super Meat Boy / Level Showcase / Re: Chapter: Unholy Mountain *RELEASED*
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on: December 27, 2011, 08:48:13 PM
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Most of the chapter was a little too easy... we're talking Light World Forest difficulty, and if it wasn't for the later levels that take place in Hell, my interest in the chapter wouldn't have stayed. Some really clever sections in the levels, such as the parts with the flying rocks and the later levels have a good "The End" vibe to them, which I like. Even though none of the later levels have any hard sections, the levels are rendered hard due to their length, which is a good tradeoff.
Your levels look great in overall and I'll say this is a chapter worth playing. Well done!
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11
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Super Meat Boy / Help! / Re: Bug SMB editor
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on: November 22, 2011, 06:42:58 PM
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Run the editor in a widescreen resolution (16:9), such as 1280x720 or 1600x900. It is not meant to be used in a 4:3 resolution as it'll offset your cursor position and such.
You'll also probably want the game to boot up in that resolution, too. If you change it in-game and don't restart the game, you'll probably still have offset problems.
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Super Meat Boy / Level Showcase / Re: [LEVEL] Illusion Of Weakness - 99% Done
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on: July 22, 2011, 04:03:22 AM
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Wait, isn't it just too long for level list in smw - wouldn't the full name be shown while scrolling thru levels in chapter list (if i make one someday)?
It doesn't, the game automatically trim titles that are too long and I'm saying this out of experience. One of my levels which was called "Beautiful Ground Zero" is named "Beautiful Ground Zer" on the portal. Obviously, the name had to be one character too long. But essentially, if your level name is as long as the one I've provided (or longer), it won't fit.
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13
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Super Meat Boy / Meat Talk / Re: How long before you give up?
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on: July 21, 2011, 06:18:06 PM
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1-5 minutes. I've had my share of extreme patience while playing the main game and I can't really say that I'm willing to spend a lot of time again playing levels that don't really compare well to the originals and are for the most part shoddily designed. Part of the problem is that most level authors can't properly balance difficulty at all (and the difficulty curve was one of SMB's stronger points) and make their levels way too hard and frustrating for me to be interested.
Finally, I'm pretty much done with the game as all of the editor problems chased me away from it. It's good that the chapter bug is finally fixed, but too little too late. I don't really care about the game anymore for it to really matter.
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Super Meat Boy / Tech Support / Re: Super meat boy won't let me long jump
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on: July 15, 2011, 03:23:04 PM
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Your issue might be caused by keyboard ghosting (ie. the wiring in your keyboard won't allow you to press the keys Shift + D + Space at the same time). Which means you'll either have to remap the keys to something else, buy a new keyboard or play the game with a gamepad.
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15
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Super Meat Boy / Level Showcase / Re: [Chapter] Cramps
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on: June 30, 2011, 10:27:52 AM
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I really doubt we'll ever see Cramps 2 or any new material from him considering he hasn't visited the forums since about 2 months.
My guess is that the long wait between old devmode and the "functional" level editor discouraged him from keeping to make levels for the game. That, and the portal is still highly buggy and hard to upload levels/chapters on.
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