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27117 Posts in 1549 Topics- by 1492 Members - Latest Member: Freak

May 24, 2013, 08:25:33 AM
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Author Topic: User Friendliness  (Read 3833 times)
GameRoom
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« on: April 11, 2011, 07:13:22 AM »

I've said this before, but I think it deserves its own thread.

•Layer colors need a palette, not just the rgb numbers.
•Keys and buttons need to be able to just click whatever block I want instead of finding the x and y of the block, remembering it, and typing it in.

So what other ways could the editor be more user friendly?
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RockLeeSmile
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« Reply #1 on: April 11, 2011, 10:53:09 AM »

-It'd be cool if the waypoint system had a dialogue box for number input so we don't have to scroll for 10 years if it's a high number (yes I totally ripped this from the other thread). It should also continue from the last number you entered as you make each waypoint in a sequence.

-Multiple sizes of "~" grid to lock to.

-A way to hide the top and bottom "bars" from the screen so you can work with the whole screen space if you know all the hotkeys. Also would help with screen-shots.

-Confirmation box when you save, load or open a new file so you don't accidentally overwrite your last work. Maybe an autosave every "x" minutes option.

-Ability to turn on/off lighting preview.

-List of levels in your levels folder is presented on load.

-Can we use "g" for waypoints again? It didn't work for me...
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GameRoom
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« Reply #2 on: April 11, 2011, 12:37:59 PM »

-Music when you're testing. Maybe if you exit testing for a short period of time the music doesn't start over and just resumes where you left off.
-Have obstacle scaling be more constant. Why is one thing super small and one thing super big?
-The ability to have waypoints on top of each other and still be able to select the right one.
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Patashu
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« Reply #3 on: April 11, 2011, 08:31:59 PM »

-Autosaved backups.

End thread
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Maruhai
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« Reply #4 on: April 14, 2011, 09:34:13 AM »

You know what's funny.
Every of those features are in an illegal hacking tool of a Super NES game but not in a legal level editor made by the creators of their PC game.

tldr: Random Guy > Team Meat.
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GameRoom
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« Reply #5 on: April 14, 2011, 12:16:49 PM »

-In the search bar in the level portal, there needs to be autoscrolling.
-Lock 4 bit palettes to 4 bit Meat Boy, etc. to keep things consistent.
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RyokoTK
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« Reply #6 on: April 14, 2011, 12:34:08 PM »

-Lock 4 bit palettes to 4 bit Meat Boy, etc. to keep things consistent.
Absolutely not.
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Insani99999
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« Reply #7 on: April 15, 2011, 12:11:16 AM »

-In the search bar in the level portal, there needs to be autoscrolling.
-Lock 4 bit palettes to 4 bit Meat Boy, etc. to keep things consistent.
Absolutely not.
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thedarkfreack
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« Reply #8 on: April 15, 2011, 02:52:26 AM »

You know what's funny.
Every of those features are in an illegal hacking tool of a Super NES game but not in a legal level editor made by the creators of their PC game.

tldr: Random Guy > Team Meat.
But that random guy has been working on that edirtor for a very, very long time.
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Maruhai
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« Reply #9 on: April 16, 2011, 04:39:29 AM »

You know what's funny.
Every of those features are in an illegal hacking tool of a Super NES game but not in a legal level editor made by the creators of their PC game.

tldr: Random Guy > Team Meat.
But that random guy has been working on that edirtor for a very, very long time.
Mostly because he didn't make the game, which is the case with Super Meat Boy, they made the game and the editor.
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irishladdie727
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« Reply #10 on: April 17, 2011, 07:31:31 PM »

You know what's funny.
Every of those features are in an illegal hacking tool of a Super NES game but not in a legal level editor made by the creators of their PC game.

tldr: Random Guy > Team Meat.

Don't be a dick, they can't stray too far from the tools Edmund used or else the products of the level editor will be incompatible with XBLA/teh internets, and while us PC people couldn't give less of a fuck, they have to honor that established system because that's what they promised and the Tommunism engine was designed with compatibility across consoles in mind.  There's a fragile balance at stake and that's part of why the level editor is taking so long and why we can't have thing like new tilesets, etc.  As far as illegal ROM hacks, you don't have to worry about contract obligations or programming compatibility, you've already technically had to break the game in order to get it to function on your computer.  Team Meat doesn't want to break their own game.  Not yet anyways.  I'm sure they wouldn't be against adding more user friendly features but don't act like an asshat because the alpha editor is kinda difficult to use. We could add limitless features to Meatboy if we started modding it, and you're welcome to try that yourself, as I have no pretensions towards being a programmer, but if you can't program either then don't pretend to know jack shit about what you're talking about.  Just offer some constructive criticism instead of personal attacks on the coolest and most responsive development team I've ever encountered and be patient like the rest of us.
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LeetFruitBoy
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« Reply #11 on: April 18, 2011, 12:19:25 AM »

Well the thing is that one thing thats been emphasized a lot is user friendliness.

By user friendliness we didn't mean devmode with buttons.

True its the alpha build of the editor, but we dont have anything else to judge it on right now.
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Maruhai
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« Reply #12 on: April 22, 2011, 01:40:16 PM »

You know what's funny.
Every of those features are in an illegal hacking tool of a Super NES game but not in a legal level editor made by the creators of their PC game.

tldr: Random Guy > Team Meat.

Don't be a dick, they can't stray too far from the tools Edmund used or else the products of the level editor will be incompatible with XBLA/teh internets, and while us PC people couldn't give less of a fuck, they have to honor that established system because that's what they promised and the Tommunism engine was designed with compatibility across consoles in mind.  There's a fragile balance at stake and that's part of why the level editor is taking so long and why we can't have thing like new tilesets, etc.  As far as illegal ROM hacks, you don't have to worry about contract obligations or programming compatibility, you've already technically had to break the game in order to get it to function on your computer.  Team Meat doesn't want to break their own game.  Not yet anyways.  I'm sure they wouldn't be against adding more user friendly features but don't act like an asshat because the alpha editor is kinda difficult to use. We could add limitless features to Meatboy if we started modding it, and you're welcome to try that yourself, as I have no pretensions towards being a programmer, but if you can't program either then don't pretend to know jack shit about what you're talking about.  Just offer some constructive criticism instead of personal attacks on the coolest and most responsive development team I've ever encountered and be patient like the rest of us.
tldr version please.
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DD Commander
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« Reply #13 on: April 24, 2011, 06:08:32 PM »

Well the thing is that one thing thats been emphasized a lot is user friendliness.

By user friendliness we didn't mean devmode with buttons.

True its the alpha build of the editor, but we dont have anything else to judge it on right now.

The buttons don't work most of the time anyway.
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Insani99999
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« Reply #14 on: April 24, 2011, 06:14:54 PM »

I expected a panel letting you select traps and tiles and such.
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