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27115 Posts in 1548 Topics- by 1486 Members - Latest Member: sunmig

May 18, 2013, 10:24:56 AM
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31  Super Meat Boy / Level Editing / Re: Featured levels/chapters on: May 20, 2011, 02:51:45 PM
I hope Psychedelic SAAAAA will be featured and uploaded on Teh Internetz.
It probably should be showcased on the ground that it's the best overall representation of the average level found on SMW.
32  Super Meat Boy / Help! / Re: Changing active tile layer colour without changing character colour on: May 20, 2011, 08:00:35 AM
You can't. Tiles that interact with Meat Boy can only be put on the active layer so you have to change Meat Boy's color alongside with the tiles.

Considering the developers will be issuing one last patch for the game, your suggestion will most likely never be implemented.
33  Super Meat Boy / Help! / Re: Tiles on: May 18, 2011, 09:51:27 AM
I'm not too sure exactly about what

Maybe you need to complete your phrases so that

Hopefully these tips
34  Super Meat Boy / Level Showcase / Re: Psychedelic SAAAA - Finished !!!!!!!!!!!!!!!(!!!!!!!!!!!!) on: May 17, 2011, 01:00:45 PM
I'd rather not have more levels made in my honor, it's just too counterproductive to fill the portal with parody levels when almost every level found it feel like a parody map. People should try making good levels instead. :)

Anyway, without any further ado...

http://www.youtube.com/watch?v=CU2CKs4TLpI
35  Super Meat Boy / Level Showcase / Re: Psychedelic SAAAA - Finished !!!!!!!!!!!!!!!(!!!!!!!!!!!!) on: May 16, 2011, 05:46:10 PM
I finally played the chapter. It was pretty... interesting.

Video of it should be put up tomorrow. Also included is the most fucking bizarre chapter I have ever played of anything ever. I may only play 2 chapters in the next video, but hopefully you'll understand why I did so.
36  Super Meat Boy / Level Showcase / Re: Ogmosis - Chapter Complete on: May 16, 2011, 03:20:28 PM
Well, the difficulty is far more approachable than Jumper Returns, which works in your favor. With that said, I didn't find the chapter very compelling because a lot of the levels felt really empty and boring. All of the levels feel incredibly boxed in and don't have any interesting structure, you have to vary the geometry a bit in order to surprise the player instead of only having cube and rectangle shapes for every stage. Also, you should add details outside of the map instead of having this empty sky looming in the distance and nothing else. Your chapter definitely needs some more eyecandy.

Also, stuff like the keys and some obstacles are way too small and detract from the gameplay. What's with the miniature rocket launchers on Level 3? I didn't even expect these to shoot at me due to their size. You usually should never shrink or enlarge shooter objects too much.

Gameplay-wise, the difficulty is usually fine and some levels were enjoyable (I remember "The Ninja" being fun to play), but others just rely on making the level way too long or featuring excessive backtracking. "The Maze" in particular was absurd; your par time was 113 seconds! The longest level in the main game had a par time of 70 seconds (6-3x) and even then it didn't take that long to beat if you knew what you were doing. Not to mention that most of the gameplay involved running in empty hallways, which isn't interesting.

Level 6 also didn't felt great; never use trial-and-error gameplay if you can afford it. Not to mention the level loses all of its purpose when you find the "correct" answer.

I don't really like the blind jump gimmick you have in levels like 13 and 20, these don't make for very fun stages. Even though these stages are pretty big, there's not a lot happening in them.

In overall, it's not a bad first attempt at a chapter, but you need to work a little bit more on the way your levels look to make them more interesting to the player. You might also benefit from trying to make your levels smaller, which may help making them a bit more memorable and distinct. Good luck on your next chapter!
37  Super Meat Boy / Level Showcase / Re: Psychedelic SAAAA - Finished !!!!!!!!!!!!!!!(!!!!!!!!!!!!) on: May 14, 2011, 07:29:33 PM
I made a chapter go play it !
Oh dear, you already finished it?

I'm wondering whether I'll be saving the playing of it until I make a new video for Super Meat World. On the flip side, that'll encourage people to deliberately make crappy levels for me to play, but on the other hand... I can count with my hands the number of good level authors on this forum right now so it's not like there's anything to lose.

So yeah, your chapter will be Chapter 4 of my series!

(for those not in the know, this chapter was influenced by this video I made of me playing random Super Meat World chapters)
38  Super Meat Boy / Level Editor / Re: Keys and locks in forest tileset on: May 14, 2011, 12:15:05 PM
If you want forest-like levels that have keys and locks, you could always use the 8-bit tileset, which is as close to a universal tileset this game will ever get.

Failing that, you could always use The End. It has keys and locks, but it also has the swinging sawblades that Forest only has for some reason.
39  Super Meat Boy / Level Showcase / Re: [mini-chapter] Currently Untitled on: May 13, 2011, 08:08:52 PM
Gotta think of a name now.
You could always stick with "Currently untitled".
40  Super Meat Boy / Meat Talk / Re: Wanting the game to work properly isn't "self-entitlement." on: May 13, 2011, 02:36:47 PM
I wonder if a more efficient and economical solution would have been to only rely on individual websites and forums for level distribution instead of a main internal level hub which needs to be maintained and paid for. The peer review process would have taken place external to the .exe (as it had on the forums prior to SMW) and the best levels still would have risen to the top.
Considering there's not going to be any online leaderboard, this is what should have been done in the first place. It probably would have been way more reliable and it would have been enough to prevent people from uploading their crappy stages more than 10 times apiece.

Due to the fact that SMW is self-hosted by the developers, there's no telling how long it will stay up indeed, therefore making it so that making levels for the game seem pointless since they may just end up vanishing forever at some point you can't exactly pinpoint. Therefore, the benefits of a file-based way of playing levels outside devmode would be readily apparent.
41  Super Meat Boy / Meat Talk / Re: 03 May - Big update! Rating + Uploads + Music + Editor Tool on: May 13, 2011, 02:23:13 PM
It's funny that you say this because most of the Super Meat Boy fanbase is the Meat Boy fanbase, who are Newgrounds members.

I'm not part of that btw.
I didn't even know that there was a Flash Meat Boy when I bought this game, I got that game because it seemed like it was everything that I like about platformer games in general, and I was sucked in by the promise of a level editor and custom-made levels.

At least I was satisfied by one of these points. Custom levels for the most part are abominable trash that was made in 5 minutes and was reuploaded about 50 times. Unless there's some community involvement to make the portal a cleaner place (ie. having level mods like RockLeeSmile suggested), there will be no reason to keep using it. Even then, that probably wouldn't be enough.
42  Super Meat Boy / Level Editor / Re: [Temporal] Solution for Displaced Menues on: May 12, 2011, 07:50:34 AM
Or you know, use the editor in a widescreen resolution, which is what Super Meat Boy was designed for in the first place.
43  Super Meat Boy / Level Showcase / Re: meat processing plan(t) Your opinions would be greatly appreciated! on: May 12, 2011, 05:19:08 AM
Also, just wondering, why shouldn't one use more than 3 lights?
Lights can be a huge resource hog on the engine. It's better to use only 1-2 huge lights than having smaller, yet more numerous lights. Contrary to what you'd think, having large lights doesn't hurt the framerate at all.
44  Super Meat Boy / Level Showcase / Re: [chapter] Welcome to the Machine (Resumed!) on: May 11, 2011, 08:07:34 PM
Thank you for the kind words!

Yeah, Level 11 was meant as the chapter's ultimate test, which explains why it's so difficult. It was meant to be the final level of the chapter.

I'm sort of hesitant about adding obstacles in Level 7 because of the unusual nature of the stage and I don't want to make it too complicated again. In the initial stages of the level, the final section involved a rocket launcher, but it made the section a bit too frustrating. While the initial design definitely belonged in the mid-section of the chapter, it now fits pretty well as an early level in the chapter and the chapter do require a few easier stages.

Thanks for the comment about Level 3, this was one of my personal favorites from this chapter in overall. I wanted to add a new twist to backtracking while not making it blatant or anything.

Level 12 had the top path easier in design in order to clearly differentiate both paths. The top path involves precision and patience, the second one favors twitch reactions. Also, the top path is easier because it doesn't hand any reward to the player. The other path allow the player to get the bandage as it's harder.

As for me completing the chapter, it's already finished and all of the levels have finally been uploaded on the portal. I just waited to finally have the thing compiled in the chapter creator to make it "official" before I'd post the other levels, but it's been delayed as I'm unable to get the chapter creator to work on my computer, so the full chapter and its difficulty curve can't be uploaded for the time being. I might as well announce the other levels now since I'm replying to this thread.

Level 18 - Aerobatics



Crazy jumping ahead! You have to jump onto the gravity wells in the first section to avoid the rocket launchers as you're being whisked up and down. The other section features a less frantic pace but yet another pesky gravity well to deal with.

Level 19 - Infinity Cubed



A patience level, or "how much gameplay can one cram in a 24x20 level". A lot of the corners have those four-way turrets, but they all fire slowly and in unison. They mainly represent a threat when they fire in straight lines or when you're close to them when they shoot. The level opens itself more and more as you progress. It shouldn't be too hard if you take it slow.

Level 20 - Mausoleum



An attempt at a more atmospheric looking map. It's broken up in clear sections that all have their own hazards. The fly isn't a problem until you get to the final tower climb... if you're fast enough. Loafers are not tolerated here!
45  Super Meat Boy / Level Showcase / Re: Some instructions on how to post your levels on: May 11, 2011, 02:08:02 PM
Good post, but i'm not gettig this:

- Did I set up camera boundaries for this level?
- Did I put in backgrounds in my level?

It's actually good if u answer those with a "yes". Right? As you say people r not rdy yet if they answer those with a yes.

Nice catch.

I changed the incorrect sentences so that they make proper sense in the context that I wanted.

What a great topic! Well written and useful!

See the lake.
I know this topic is a little bit late, but as the saying goes, better late than never. Failing that, I'll just make some more videos to ridicule the shitty levels uploaded to the portal. :)
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