irishladdie727
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« Reply #15 on: April 24, 2011, 07:16:54 PM » |
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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. Oh I was just calling him a jackass basically.
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Maruhai
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« Reply #16 on: April 25, 2011, 03:04:53 AM » |
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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. Oh I was just calling him a jackass basically. Him is me.
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GameRoom
Level 3
  
Posts: 378
SUPER BULLDOZER ADVENTURE supporter
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« Reply #17 on: April 27, 2011, 02:15:52 PM » |
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New thing for the list: -A hotkey that lets you test the level starting from your cursor position.
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RyokoTK
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« Reply #18 on: April 27, 2011, 04:49:05 PM » |
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New thing for the list: -A hotkey that lets you test the level starting from your cursor position.
Just move the spawn point. It accomplishes the same thing.
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Maruhai
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« Reply #19 on: April 27, 2011, 04:51:55 PM » |
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New thing for the list: -A hotkey that lets you test the level starting from your cursor position.
Just move the spawn point. It accomplishes the same thing. I guess he said that because you don't want to move the spawn point every fucking time.
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RyokoTK
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« Reply #20 on: April 27, 2011, 05:02:06 PM » |
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New thing for the list: -A hotkey that lets you test the level starting from your cursor position.
Just move the spawn point. It accomplishes the same thing. I guess he said that because you don't want to move the spawn point every fucking time. It's literally one extra keystroke to move the spawn point back. Anyway, if you need to make several passes at one section of your map, your idea would actually be MORE work since you'd have to keep moving your cursor back.
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GameRoom
Level 3
  
Posts: 378
SUPER BULLDOZER ADVENTURE supporter
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« Reply #21 on: April 28, 2011, 04:20:26 PM » |
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Anyway, if you need to make several passes at one section of your map, your idea would actually be MORE work since you'd have to keep moving your cursor back.
Do you understand what I'm saying? How is it possible for it to be more work? It's even optional if you want it to be for some strange reason. There's no reason for them not to do it. -And snap Bandage Girl to the floor. That's a thing.
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kyle273
Level 0
Posts: 73
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« Reply #22 on: May 01, 2011, 07:13:41 PM » |
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Particle editor should use a color wheel. That would be helpful.
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Maruhai
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« Reply #23 on: May 02, 2011, 08:10:56 AM » |
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New thing for the list: -A hotkey that lets you test the level starting from your cursor position.
Just move the spawn point. It accomplishes the same thing. I guess he said that because you don't want to move the spawn point every fucking time. It's literally one extra keystroke to move the spawn point back. Anyway, if you need to make several passes at one section of your map, your idea would actually be MORE work since you'd have to keep moving your cursor back. One extra keystroke x30 = 30 extra keystroke.
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RyokoTK
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« Reply #24 on: May 02, 2011, 09:12:42 AM » |
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New thing for the list: -A hotkey that lets you test the level starting from your cursor position.
Just move the spawn point. It accomplishes the same thing. I guess he said that because you don't want to move the spawn point every fucking time. It's literally one extra keystroke to move the spawn point back. Anyway, if you need to make several passes at one section of your map, your idea would actually be MORE work since you'd have to keep moving your cursor back. One extra keystroke x30 = 30 extra keystroke. Not thirty keystrokes! How could I ever manage the time it takes to -- oh wait, I've already pressed more than 30 keys in this sentence alone. Perhaps this topic should focus on issues that are actually worth the time to fix rather than trying to improve your productivity by 0.1%.
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GameRoom
Level 3
  
Posts: 378
SUPER BULLDOZER ADVENTURE supporter
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« Reply #25 on: May 02, 2011, 03:05:13 PM » |
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You have to move the start point, and when you're done go all the way back to the beginning and put it back. It's not that hard to implement.
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RyokoTK
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« Reply #26 on: May 02, 2011, 04:22:05 PM » |
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How large are your levels such that "all the way" is more than a two-second (AT MOST!) inconvenience? Whether or not it's hard to implement, your battery of horrendously trivial suggestions is out of place (considering the program is not even out of beta) and detracts from actual issues.
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GameRoom
Level 3
  
Posts: 378
SUPER BULLDOZER ADVENTURE supporter
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« Reply #27 on: May 03, 2011, 02:02:30 PM » |
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This is just one thing. Can we move on?
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Coookie
Level 0
Posts: 38
Coookie
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« Reply #28 on: May 05, 2011, 02:43:31 AM » |
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At me the game suddenly jumps to a widescreen resolution when I start the level editor :(
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Maruhai
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« Reply #29 on: May 05, 2011, 10:30:22 AM » |
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RyokoTK want a non user friendly level editor. GameRoom want one.
who win
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