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Pages: 1 [2] 3 4 ... 13
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17
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Super Meat Boy / Tech Support / Re: Game refuses to start
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on: June 08, 2011, 05:11:31 AM
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Run the game while Steam is not opened on your computer. Running the game through Steam prevents the game from showing error messages on startup that could prevent the game from starting.
Once you've done that, go and post whatever error message the game gives to troubleshoot the rest of the problem.
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19
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Super Meat Boy / Level Editing / Re: RyokoTK's chapters!
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on: June 06, 2011, 02:22:25 PM
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This topic deserves to be upped. I have played Hellostone and Starlight, both were great fun to play and are my favorite custom chapters so far. I have speedrun them (see Hellostone and Starlight) for those interested. I have yet to play the other chapters (I'm not sure I will speedrun them all, though). I doubt bumping this thread will matter since he quit the forums. Anyway, Starlight and Hellostone are his best chapters. They mix both good visual design and approachable difficulty (although Starlight can get really brutal at times). However, his other chapters don't fare as well because the difficulty is too punishing and you don't feel compelled to keep trying to beat the levels. Give Jumper Returns a try since they contain the better levels out of his Ogmo chapter, but avoid Max Jumper. Minneapolis is in overall a pretty awful chapter because all of the levels are overly cluttered with too many projectiles and obstacles. Plus, some levels suffer from lag on lower-end machines because they use too many objects.
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20
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Super Meat Boy / Level Showcase / Re: RockLeeSmile - The Lime Key
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on: June 06, 2011, 02:13:00 PM
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Your chapter would be harder than Starlight. I've finished the latter with relative ease compared to your chapter, which I have yet to fully finish (I have never beaten the level with invisible blocks and this other level littered with saw shooters everywhere, wasn't it Level 17?).
However, it's easier than Jumper Returns. I've finished close to the entirety of the first 3 chapters, but I've only beaten one level in Max Jumper in total (I've even did that in one of my Super Meat World videos!). This entire chapter is only suitable for robots, not human beings. They involve way too much precision and the difficulty is not compelling at all.
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22
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Super Meat Boy / Meat Talk / Re: Hooray! Enter the Unknown! And that other stuff Team Meat was talking about!
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on: May 30, 2011, 06:45:08 PM
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Still can't make any chapters, both on my desktop machine and my laptop.
EDIT: I can get the level library to appear only if I have a level loaded which uses the Salt Factory/Hospital/Hell tileset. But then again level slots will randomly crash the game when I try putting levels in them. I have never been able to insert Level 2, 3, 19 and 20 and some other slots may or may not work depending on some random logic.
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24
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Super Meat Boy / Tech Support / Re: Non-Steam version?
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on: May 26, 2011, 05:48:42 PM
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Steam is required for the installation of the game, but you don't need to keep it open to play the game afterwards.
Why would you want a non-Steam version anyway? It only takes a minute to make an account, it's fairly unobtrusive, it's a pretty convenient way to store your games and it's not going away anytime soon.
Not to mention that I don't know if the Direct2Drive version even get updates. You also won't get access to the user-made levels without the Steam version, too.
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25
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Super Meat Boy / Meat Talk / Re: LP allowed?
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on: May 23, 2011, 02:05:34 PM
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You do realize the only reason they're successful is because people don't know what good videos are, right?
I tried to watch any of the Super Meat Boy LPs floating around Youtube and they made me physically ill. I guess if you want to see people being incompetent at games, talking about what they've eaten at lunch or hear them ramble about their anime collection and scream because they just died on the same obstacle 100 times, those videos would be good for you. This absence of good videos is what made me consider making a Super Meat Boy Let's Play, mainly in order to see a competent run of the game for a change and featuring commentary that won't require a lobotomy to enjoy, but then again there's the "this game has been LPed by over 1000 people upon launch day" aspect that would make it very redundant in the end.
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26
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Super Meat Boy / Level Showcase / Re: SMB In Short
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on: May 23, 2011, 01:58:23 PM
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The fireballs in Dark Hell are way easier to avoid, I usually died all the time due to the fireballs in the normal version due to it bouncing on the platform and you having to go against its direction. In the Dark World version, the fireball usually just falls into the lava and you can easily get the key before it can shoot again.
Also, I found the hell maw shooter easier to bypass as well in the Dark Hell level, it's pretty easy to trick out; just stand next to the entrance of that long vertical shaft, wait for the thing to shoot at you, then jump out of its way and into the shaft, you'll have more than enough time to climb up before it shoots again.
And yeah, don't feel too bad about the looks of the levels, making good backgrounds require a lot of practice (even my levels aren't too great graphically). At least you should be happy that your gameplay works well, that's usually a tougher element to do well. Making good graphical design comes eventually.
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27
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Super Meat Boy / Help! / Re: Unable to upload levels or create chapters
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on: May 22, 2011, 08:21:14 PM
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Do you have the latest version of Super Meat Boy installed? From the look of things, you may be using the first version of the level creator (which had the Upload feature disabled and it had no chapter creator).
I'd go and verify the integrity of your game cache to make sure your installation is set up properly.
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28
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Super Meat Boy / Level Showcase / Re: Vid's Probably Rad Levels: Haha, the newest one is punny.
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on: May 22, 2011, 08:15:26 PM
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The jumping you have to do to avoid the eyeball in that Hell level is way too precise. I didn't manage to finish this level and I don't really feel like beating it neither. Too bad, considering the rest of the level played okay (although the level really needs backgrounds)
Election is way too long for its own good. The level probably should end with that shed where you find the key, don't make the player backtrack through all of this long stretch again, this isn't fun. Also, what's with the schizophrenic decoration in the level? The indoor sections look pretty good and detailed, but the outdoors section is a barren wasteland laden with an ugly brown sky. Put the same kind of care for exterior areas than you did indoors, it'll make your levels way more attractive.
Also, please put camera boundaries in your levels. There's no reason to not place them ever. Also, in the intent of making a Runman chapter, you may want to zoom out the camera more to take in account Runman's speed and encouraging the player to make good use of his quickness.
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29
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Super Meat Boy / Level Showcase / Re: SMB In Short
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on: May 22, 2011, 07:48:22 PM
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While I generally like the gameplay found in your levels for the most part, I thought that the levels didn't look as good as they could have been. The Hospital levels were the worst offenders to me, as you reused the same 2-3 tile graphics through the entire level, either for the back layer or the active layer. The Hell levels were the best looking levels of the bunch, even though it still used the same graphic with close to no variation on the outer side of the map in order to fill the empty space.
The concept of the chapter is interesting but could have been executed better. There's almost no difference at all in the architecture between the light/dark versions, most of the levels were exactly the same, but with a few added saws/shooters/insert obstacle here. With that said, Salt Factory and Hell deserve a honorable mention for actually switching things up a bit by changing the level more (or playing it in reverse). However, difficulty seemed kinda weird at points. I died quite many times on Light World Hell, yet I've beaten the Dark World counterpart in only 2 attempts, the latter level looked a lot easier to me.
Rapture was my least favorite part of the chapter; the background looked really boring (especially the ruined buildings in the distance, only putting one of those in the background makes it look kinda stupid) and the gameplay didn't really grab me. Grabbing falling keys from the sky has never been appealing to me, moreso considering that you have to fuck up the level once to figure that it'll happen. In the main game, you have a chance to see the key locked in before it actually falls, but in your level you can't see the key beforehand. Also, the end of the level was more challenging in the Light World version, avoiding rockets in a tight hallway usually is harder than avoiding zombie Meats in a really wide open area. Finally, the maggots are way too thin in the Dark World version and they blend into the wall too much, you have to make them more apparent to the player so that they don't run into the wall and wonder why they did die.
All in all, it's a pretty decent chapter. I did enjoy playing through it, although there is clearly room for improvement, notably in the visual department. Practice makes perfect!
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30
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Super Meat Boy / Level Editing / Re: Featured levels/chapters
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on: May 20, 2011, 04:25:54 PM
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yay, the warehouse is featured, now I get to be an elitist asshat tell all my friends
also, now who wants to bet the warehouse won't get uploaded to teh internets?
I don't even think that Teh Internets will still get new chapters. Any chance that this can be confirmed? Also, in me saying that trash should be featured, I just found out that a level I made was featured (It's called Mausoleum). Hurrah for unfortunate timing!  So yeah, these are actually updated!
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