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27139 Posts in 1556 Topics- by 2037 Members - Latest Member: Porkley

June 19, 2013, 04:08:00 PM
Team Meat ForumsSuper Meat BoyLevel EditingCharacter Specific Campaigns?
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Zarkith
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« Reply #15 on: January 21, 2011, 03:44:29 PM »

I would recreate the Gravitron with nothing but sawblade launchers, some moving platforms that would periodically block certain saws so that the saws launched create a pattern for you to dodge. Can you survive for 60 seconds!?

You could probably pull it off with two rows of fans.
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« Reply #16 on: January 21, 2011, 03:49:28 PM »

I would recreate the Gravitron with nothing but sawblade launchers, some moving platforms that would periodically block certain saws so that the saws launched create a pattern for you to dodge. Can you survive for 60 seconds!?

You could probably pull it off with two rows of fans.
But it's not the same because gravity's direction isn't forced into changing :<
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« Reply #17 on: January 21, 2011, 03:53:17 PM »

Give it some time, and I'm pretty confident dev tools will expand to more than just mapping, especially if the community grows once mapping is released.
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Zarkith
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« Reply #18 on: January 21, 2011, 04:16:54 PM »

I would recreate the Gravitron with nothing but sawblade launchers, some moving platforms that would periodically block certain saws so that the saws launched create a pattern for you to dodge. Can you survive for 60 seconds!?

You could probably pull it off with two rows of fans.
But it's not the same because gravity's direction isn't forced into changing :<

The direction of gravity would only affect the orientation of the character unless those moving platforms are horizontal. We'd still volley between the lines and if you get the numbers and placement right it can feel just like the original Gravitron! Besides, why should it not feeling the same stop you from making the level? It would still be fun. :-\
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« Reply #19 on: January 21, 2011, 04:20:33 PM »

I would recreate the Gravitron with nothing but sawblade launchers, some moving platforms that would periodically block certain saws so that the saws launched create a pattern for you to dodge. Can you survive for 60 seconds!?

You could probably pull it off with two rows of fans.
But it's not the same because gravity's direction isn't forced into changing :<

The direction of gravity would only affect the orientation of the character unless those moving platforms are horizontal. We'd still volley between the lines and if you get the numbers and placement right it can feel just like the original Gravitron! Besides, why should it not feeling the same stop you from making the level? It would still be fun. :-\
I still want to make a level, it's just that the current idea I have isn't exactly possible with what we have at our disposal at this juncture. Until a mechanic is introduced to allow us to do that, I must shelve this idea unless I want to butcher it together using other mechanics or I must find a new idea to pursue.

Also, I'm not exactly fanatical about fans.
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« Reply #20 on: January 21, 2011, 09:06:54 PM »

Give it some time, and I'm pretty confident dev tools will expand to more than just mapping, especially if the community grows once mapping is released.

Quoted for truth.

The community grows a ton every day already.
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« Reply #21 on: January 22, 2011, 07:06:34 PM »

The best is going to be playing levels specially designed for the custom characters.  As it was mentioned earlier by someone else, Meat Boy is reigns supreme in the main game, but that's really only because the levels are all designed with him in mind.
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« Reply #22 on: January 22, 2011, 07:18:26 PM »

The best is going to be playing levels specially designed for the custom characters.  As it was mentioned earlier by someone else, Meat Boy is reigns supreme in the main game, but that's really only because the levels are all designed with him in mind.

Yeah I agree.

I just REALLY want to see a chapter where you can design the levels with the characters abilities in mind. Kinda like the Red Warp Zones, Except Longer. 
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« Reply #23 on: January 22, 2011, 08:31:17 PM »

I can't wait to make some for lesser-used characters... Josef specifically. It's true how levels are designed with mostly Meat Boy in mind, which makes the other characters, as neat as they are, mostly useless.
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« Reply #24 on: January 22, 2011, 09:13:27 PM »

I can't wait to make some for lesser-used characters... Josef specifically. It's true how levels are designed with mostly Meat Boy in mind, which makes the other characters, as neat as they are, mostly useless.

Funny you should mention Josef, because my first full chapter project is going to be an all Josef zone 

That said, I haven't really played with devmode at all, so it will be a while before I'm ready for that scale of a project 

I love these e-meat-icons, so now I'm just looking for excuses to use them 
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« Reply #25 on: January 22, 2011, 09:17:06 PM »

I can't wait to make some for lesser-used characters... Josef specifically. It's true how levels are designed with mostly Meat Boy in mind, which makes the other characters, as neat as they are, mostly useless.

Funny you should mention Josef, because my first full chapter project is going to be an all Josef zone 

That said, I haven't really played with devmode at all, so it will be a while before I'm ready for that scale of a project 

I love these e-meat-icons, so now I'm just looking for excuses to use them 

I'm definately doing one for jill, ogmo, and flywrench.

Flywrench is going to be a bitch to design though.
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« Reply #26 on: January 22, 2011, 09:20:19 PM »

Ha ha.  I also wanted to do Flywrench but decided it would be a bitch to design and put in on the back burner.  Its like the 5th or 6th thing on my little to make list.
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« Reply #27 on: January 22, 2011, 09:37:11 PM »

Ha ha.  I also wanted to do Flywrench but decided it would be a bitch to design and put in on the back burner.  Its like the 5th or 6th thing on my little to make list.

I think its best to play through the first 3 chapters with flywrench or something to get a better feel of what design would fit his playstyle.
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« Reply #28 on: January 22, 2011, 10:05:41 PM »

I will most certainly try that, thanks for the tip.  So far I only really have 1 or 2 ideas for levels.
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« Reply #29 on: January 23, 2011, 03:31:21 AM »

I'm a bit disappointed that there won't be any new mechanics integrated into the main game for character-specific levels.

I would recreate the Gravitron with nothing but sawblade launchers, some moving platforms that would periodically block certain saws so that the saws launched create a pattern for you to dodge. Can you survive for 60 seconds!?

I'll figure out some creative ideas for stages eventually working with what we've got :p

A Super Gravitron level would be awesome. But would we be able make it so it's possible to bounce back and forth indefinitely?
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