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Team Meat ForumsSuper Meat BoyLevel EditingF8 Guide to Devmode (NOT the Level Editor!)
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Author Topic: F8 Guide to Devmode (NOT the Level Editor!)  (Read 9963 times)
kyle273
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« on: February 23, 2011, 07:34:27 PM »

IMPORTANT: IF YOU HAVE NOT INSTALLED THE DEVMODE FILE, AND HAVE NOT CREATED A LEVELS FOLDER, DO SO RIGHT AWAY
Devmode hotfix file, Extract to Steamapps/Common/SuperMeatBoy

levels folder goes in SuperMeatBoy/SuperMeatBoy/UserData

What is the F8 menu?
   The F8 Menu is a universal menu that controls the settings of various obsticles.

Why should I care?
   Mastering the F8 menu adds variety to your levels. It lets you time obstacles to add to the challenge of your level, or to open a speedrunning path.

How do I open the F8 Menu?
   Shift click on an obstacle to select it. (Should create a green box around it.)
   Press F8

What are all these terms? Int? Float?
   Int 1 and Int 2 are Integer values. They have to be whole numbers. No decimals.
   Float 1 and Float two are Floating Point values. This means that they can have decimals.
   Time Mod messes with the speed of the animation. I'll note where it is useful.
   Start Time affects the starting point of the animation, adding a delay effect. Howver, it is generally not used, but is useful in a few cases. It tends to mute sounds on lasers and eyes.



OBSTACLES


Launcher:
Start time: Delays the blade launch (bugs out the animation and sound)
Time mod: Animation speed of firing (Caps how fast a blade can fire out) Multiplies factor.
Float 1: Delay between each shot. Capped by the Time Mod. Seconds

Swinging Saw
Time mod: Speed and Direction of Saw. Multiplies factor. (Default is 1.55555 seconds for small, and 5 seconds for large)
Tip: To set the timing on a saw to an exact value, divide that value by the default time the saw needs to do one rotation. Use that new value for Time Mod.

Fan
Time mod: Animation speed. Multiplies the value.
float 1: Intensity of the fan (negative = suction)
float 2: Area of the fan. (Must be > than 0) (Pixles)


Key:
Float 1: Speed of opening blocks (Seconds)
Int 1: X coordinate of the block to open
Int 2: y Coordinate of the block to open

Laser:
Start Time: Where the animation starts. (Set to anything but 0 to get rid of the charge up sound)
Float 1: Hold Time. (Sec) How long it fires.
Float 2: Reset time. (sec)

Rocket Launcher:
Time mod: Animation speed (caps max fire rate. Higher = faster)(Multiplies value)
Float 1: Delay between shot (Seconds)

Lava Ball Emitter
Time Mod: Speed of ball coming out(Multiplies default)
Float 1: Delay in between each ball (Seconds)
(Note: make sure to use the white block obstacle in the Hell tileset to get rid of the lava balls!)

Black Maw Emmiter:
Time mod: Animation Speed (Caps fire rate) (Multiplies default)
Float 1: Delay between fire (Seconds)

Force Orb: (Interestingly enough, orbs have 2 fields!)
Time Mod: Animation Speed (multiplies default)
Float 1: Intensity of field 1 (+ = vortex)
Float 2: Intensity of field 2 (+ = vortex)
Int 1: Range of field 1
Int 2: Range of field 2

4-way launcher
Time Mod: Animations speed (multiplies default)
Float 1: Delay between shot. (Capped by time mod, seconds)

Button: (Side note, buttons can be quite buggy. it's sometimes better to copy one from an existing level)
Delay: Delay between button presses. (-1 is manual)
Time Off: Time where the switch is ON. (Seconds)
Unlock speed: Speed which blocks open (Seconds)
Time On: Hold time (Seconds)
Start Block X: x coordinate of the block to open
Start Block Y: y coordinate of the block to open

Fun things to try:

Create a launcher, and set the time mod to 20. Set Float 1 to .01  Don't die.
Time a laser to turn on and off to create a jumping puzzle.
Make fans ultra powerful to blow Meat Boy around.
Create a vortex using an energy orb.

-----------------------------------------------------------------------------------------------

RockLeeSmile: Guide to Movers and Particles

Help Mode - Movers

So you want to have a platform or saw move about your level? No problem.

First, place your object from hazard mode (press "h"). Second select your object (shift left-click drag over your object). Then press "g" to switch to waypoint mode. Next, find the point where you want your object to end up (remember you can use the ~ key to have the object snap to grid (so you're more precise)). Then left click to set a waypoint.

Next, you need to select your new waypoint (same as before, but you'll see a red box around it instead of green). Then scroll your mouse wheel so the "time" value rises to the amount of time you want it to take for your mover to reach it's destination. Now, you technically have a mover... but chances are you don't want it to "snap" back to it's point of origin instantly. If so, read on...

To make your mover return to it's point of origin, you need to make another waypoint (very close to where your object started it's journey), then set it's travel time to be double what it took for the object to reach the first waypoint. You then need to nudge it (slide with the arrow keys) to be directly on top of the point of origin. Congrats! You now have a nice moving platform or saw blade.

Finally, if you need to create multiple waypoints just keep in mind that you need to add the times of all previous waypoints as you go along. Each point is individual in it's properties, so it needs to be reminded that you want it to go at whatever speed the previous one was going.

I've also had success with making size "tweens" where a blade grew or shrank as it followed a path, just size your waypoint (ctrl + scroll) and it should change on the fly.

Thanks to GproKaru for explaining this process to me in the first place! :)


Help Mode - Particles

I will be posting a series of commonly asked questions with detailed answers in the hopes of having a centralized help area. Hope you find these useful.

---Particles---

In Hazards (press "h") place a "p" box (looks like a yellow box with a large letter P in it. Highlight it (shift and left-click drag), then press F8 to bring up the object properties box. In decending order, these are the default values for a normal yellow jumping spark. I've included a list of colors with which to customise your particles. Just substitute those values into the "Color" box. Have fun!

Standard base values:
10 - Velocity (Lower = slower)
200 - Spread Amount (Lower = together)
1.0 - Spacing (Lower = less break)
0.0 - Nothing ?
16449453 - Color
10 - Avg. # Particles ? / Not sure

Colors:
----------------
Yellow:16449453
Red: 12457000
Burnt Red: 124526100
Gray/Red: 124521000
Lavender: 16470000
Burnt Orange: 164780000
Bright Orange: 16449800
Tan: 164950000
Forest Green: 1651000
Neon Green: 24566600
Pink: 16535000
Navy Blue: 16780000
Dark Blue: 34678900
Water Blue: 20354000
Green: 16820000
Peach: 14265000
Gold: 12500000
Magenta: 12585650
Graphite: 17565200
Indigo: 1111111111
White: 2147483647
Black: 0


----
Let me know if you need anything added, or clarified.
« Last Edit: December 04, 2011, 07:50:42 PM by Zarkith » Logged

F8 Guide to Devmode
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sh00takai
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« Reply #1 on: February 24, 2011, 07:44:30 AM »

Heh, I was reading this thread yesterday and wondered why there are no replies to the topic. Good notes, thanks for sharing. I guess devmode isn't very popular and most people are simply waiting for the editor.
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« Reply #2 on: February 24, 2011, 07:59:55 AM »

That's what I'm doing. I wonder if devmode will still be around when the editor is out. It might have some functions the editor won't and people will use it in addition the editor or instead of it, assuming they can work together.
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« Reply #3 on: February 24, 2011, 08:12:05 AM »

That's what I'm doing. I wonder if devmode will still be around when the editor is out. It might have some functions the editor won't and people will use it in addition the editor or instead of it, assuming they can work together.

Cool. The devmode will probably remain available. I don't see why it wouldn't. The levels created in devmode should be fully compatible with the editor, but I'm not sure if it will work the other way. The editor will most likely be so much better than devmode that there will be no reason to come back to devmode. We'll see that soon I guess. Meat Boy
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RockLeeSmile
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« Reply #4 on: February 24, 2011, 02:08:49 PM »

To make this more complete, here's some useful info I wrote up for my SMB Level Creator's Club.

Help Mode - Movers
posted by RockLeeSmile @ 11:23AM on December 19, 2010
So you want to have a platform or saw move about your level? No problem.

First, place your object from hazard mode (press "h"). Second select your object (shift left-click drag over your object). Then press "g" to switch to waypoint mode. Next, find the point where you want your object to end up (remember you can use the ~ key to have the object snap to grid (so you're more precise)). Then left click to set a waypoint.

Next, you need to select your new waypoint (same as before, but you'll see a red box around it instead of green). Then scroll your mouse wheel so the "time" value rises to the amount of time you want it to take for your mover to reach it's destination. Now, you technically have a mover... but chances are you don't want it to "snap" back to it's point of origin instantly. If so, read on...

To make your mover return to it's point of origin, you need to make another waypoint (very close to where your object started it's journey), then set it's travel time to be double what it took for the object to reach the first waypoint. You then need to nudge it (slide with the arrow keys) to be directly on top of the point of origin. Congrats! You now have a nice moving platform or saw blade.

Finally, if you need to create multiple waypoints just keep in mind that you need to add the times of all previous waypoints as you go along. Each point is individual in it's properties, so it needs to be reminded that you want it to go at whatever speed the previous one was going.

I've also had success with making size "tweens" where a blade grew or shrank as it followed a path, just size your waypoint (ctrl + scroll) and it should change on the fly.

Thanks to GproKaru for explaining this process to me in the first place! :)


Help Mode - Particles
posted by RockLeeSmile @ 11:02AM on December 19, 2010
I will be posting a series of commonly asked questions with detailed answers in the hopes of having a centralized help area. Hope you find these useful.

---Particles---

In Hazards (press "h") place a "p" box (looks like a yellow box with a large letter P in it. Highlight it (shift and left-click drag), then press F8 to bring up the object properties box. In decending order, these are the default values for a normal yellow jumping spark. I've included a list of colors with which to customise your particles. Just substitute those values into the "Color" box. Have fun!

Standard base values:
10 - Velocity (Lower = slower)
200 - Spread Amount (Lower = together)
1.0 - Spacing (Lower = less break)
0.0 - Nothing ?
16449453 - Color
10 - Avg. # Particles ? / Not sure

Colors:
----------------
Yellow:16449453
Red: 12457000
Burnt Red: 124526100
Gray/Red: 124521000
Lavender: 16470000
Burnt Orange: 164780000
Bright Orange: 16449800
Tan: 164950000
Forest Green: 1651000
Neon Green: 24566600
Pink: 16535000
Navy Blue: 16780000
Dark Blue: 34678900
Water Blue: 20354000
Green: 16820000
Peach: 14265000
Gold: 12500000
Magenta: 12585650
Graphite: 17565200
Indigo: 1111111111
White: 2147483647
Black: 0
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« Reply #5 on: February 24, 2011, 02:25:07 PM »

tou missed misiles and maws. float 1 is fire delay and time mod caps it.
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« Reply #6 on: February 24, 2011, 03:08:27 PM »

Ooo, particles
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« Reply #7 on: February 24, 2011, 05:07:28 PM »

Heh, I was reading this thread yesterday and wondered why there are no replies to the topic. Good notes, thanks for sharing. I guess devmode isn't very popular and most people are simply waiting for the editor.

Yeah, thats what im doing. I regret not learning devmode when it was first leaked but i thought the level editor would be released in a week.
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« Reply #8 on: February 24, 2011, 07:36:46 PM »

And unfortunaly, in Minecraft F8 is the "drugs" view that everyone hates.
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« Reply #9 on: March 05, 2011, 07:41:25 PM »

Anyone feel like writing up a basic camera use FAQ then getting this stickied? I feel like I'm not the best qualified for talking about camera stuff.
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« Reply #10 on: March 06, 2011, 12:00:55 AM »

What I know about camera: The easiest way to set it is to enter camera mode with C, then shift drag a box. Camera nodes can be set, and timed to add auto scrolling. Placing one camera node will create a stationary camera. the more - a camera node, the more zoomed out.
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« Reply #11 on: March 06, 2011, 08:06:07 AM »

What I know about camera: The easiest way to set it is to enter camera mode with C, then shift drag a box. Camera nodes can be set, and timed to add auto scrolling. Placing one camera node will create a stationary camera. the more - a camera node, the more zoomed out.

Cool, just one thing to add, if you place a camera node, they work sort of like waypoints, select it and press F5 to pull up the editing box. I believe larger negative numbers constitute further back zoom.
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« Reply #12 on: March 06, 2011, 02:31:58 PM »

Meat Boy can also be selected as a camera node in camera mode, and you can alter his zoom.

Also, you can make auto-scrollers - you can even make auto-scrollers that zoom in, zoom out and change direction, by waypointing a camera ala how you'd waypoint a saw.
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« Reply #13 on: March 09, 2011, 01:34:31 PM »

I find setting the timing on saw launchers very confusing... is it possible to set the timer on multiple launchers to not cycle on a universal clock? It seems nearly impossible to have them fire in sequence on any scale except 1.0. I'm sorry this question is a bit confusing too... I'm not sure I can explain it much better than that. If you don't get it I'll try though.

Thanks.
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« Reply #14 on: March 09, 2011, 02:41:54 PM »

I noticed that lasers have a delay between shots as long as the thin line appears for. would I raise the time mod to shorten this?
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