Wait, what? There's going to be a new Meat boy game? I thought they said they wouldn't make a sequel.
Ninja Edit: It isn't a sequel. It's a touch based mobile remake. :( http://supermeatboy.com/120/smb_tg_update___toys_/
If you're going from scratch, then even smaller than that, but that's the gist. Don't wait until you have a character model and a world to put it in. Render a sphere and a box, and when the user presses the direction keys have the sphere move in relation to the box. Something on that level of complexity. Obviously if you're starting from an already established library you can move up a few levels, but the idea is the same.
There was an awesome article written by Tommy from Team Meat a while back about how to start making a game. I'll just quote the relevant part, but the whole article is pretty good.
> Super Meat Boy started off as a quad with the image of Meat Boy on it. Mew-Genics started out as a black square that moved back and forth on the screen. Goo! started out as circles with smiley faces on them. “Game 2” started out as a vectorized image of the character in “Game 2”. Everything starts out at the very most basic level and builds up from there.
>...
>For a more detailed example, let me go through how SMB started. Once I had that quad with the MeatBoy image on it, I hooked up input so I could move it back and forth. After I played with that a little bit I made it so that when I pressed a button my Meat Boy quad would jump, then I worked on stopping him when he landed on a platform, then I worked on stopping him when it he a wall, then I made him stick to walls, then when he stuck to a wall and I hit a button he would wall jump, then if he hit a greensquare he died and so on and so on until the last line of gameplay code was written and Super Meat Boy was complete.
Trine 2 and the 'in development' Super Meat Boy 2 :) EDIT: cancel that I was completely wrong about the Super Meat Boy sequel and I don't know where I even got the idea that is was happening. My bad http://supermeatboy.com/52/No_SMB_2_/
Some interesting notes from the announcement: http://supermeatboy.com/158/Announcing_Super_Meat_Boy_Forever_/
Super Meat Boy: Forever will be released on Steam, tablets and mobile phones in 2015. They are just two months into development, but it's moving fast forward. The game is not a port of the original game, it'll be a totally new experience.
Will feature a full story that stretches over six chapters. It'll also double the amount of bosses compared to the first game.
The game is not an endless runner like Cannabalt, but it will feature an endless mode with online high scores and daily runs.
Will feature procedurally generated level structure that ensures that the level will change on each death. The game will also feature a dark world, dark warp zones and new playable characters.
The game will not feature any in-game purchases or other elements to cheapen the experience.
For those wondering about MewGenics it's currently on hold, they'll continue to work on the game once Super Meat Boy: Forever is released.
For those who don't know, this is a game by Edmund McMillen.
With great games such as Super Meat Boy and The Binding Of Isaac: Rebirth.
Warioworld. Unless you previously have had a game released on a Nintendo device, you have to submit what you are using the development kit for and show examples. Also, Nintendo is pretty notorious on making you get a smaller game out before you get a green light on anything remotely controversial. Anyhow, this is just Team Meat trying to be provocative. It would not be the first time they had a game denied or removed under sketchy circumstances and raised a fuss about it.
They're often very silly. Don't be so offended. I'd heavily bet on the fact that he's intentionally trolling because he knows that Linux has the most devoted fanbase of pretty much any OS.
Also, it's been announced that Super Meat Boy is heading to Linux at some point . Most likely as part of the Indie Bundle, I'd presume.
The reason I'm assuming that they're simply saying stuff like that to rile people up is because they're considerably level-headed on issues that directly effect them, such as the piracy of their game:
>“Our game was hugely pirated – we don’t fucking care. If there are let’s say 200,000 copies of SMB that are getting passed around for free, that’s 200,000 people who are playing th game. If they like this game there’s a really high probabability of their friends coming around and seeing it or them posting about it on their blogs. And it’s not cool to go round and say I really like this game that I stole, so they’re not going to say that. So it’s going to come around to sales.”
It was a group effort. CharlieSome blacked out all the info in the screenshot, but others went and found the info themselves, then still other people did the actual raping of the data.
Here's a bit of a rundown of how things went down.
I hope I'm not late!
Do you no matter what need a license or simply a written permission to use say a character from another game in your own?
As an example Super Meat Boy, has a playable Headcrab character. Which is a common enemy in the Half-Life series.
Does this mean that Super Meat Boy has permission from Valve to use the Headcrab character, or does something like this fall under as being a parody? or can you simply use any character from other games, as long as you create the graphics and so on yourself?
Would love to know, how to go about something like this. Because I would love to feature or simply cameo characters from other games in my projects.
Had this game on the 360 and It almost killed me then, im not looking forward to having to get the kid all over again...
Edit: Also, if anyone like me, was interested in the new soundtrack this page has links and info http://supermeatboy.com/161/It_s_OUT_____/
http://supermeatboy.com/57/super_update_/
Q: Why No Ps3!!!
A: Why wont this question die? We have answered it publicly at least 15 times but it just never ends.
We Cant EVER do a ps3 version of super meat boy because when we were going into negotiations with publishers Sony was the only one who didn't express much interest in the game. We assumed this ment that they didn't want the game and decided to sign with Nintendo and Microsoft. Our contracts excluded any release on Ps3.
We would have loved to do a ps3 version, but its not at all possible what so ever now. so please stop asking about it.
An alternative is to start small and simple.
8->16->32 pixels high.
See what works and learn what dosnt.
Note that its far easier to learn what works as learning what dosnt for the most parts takes experience or a lot of detective work.(Failures get little exposure after all).
Check out games like https://www.realmofthemadgod.com/ http://supermeatboy.com/ or http://www.solgryn.org/ (Solgryn is a perfect example, as his early works started way less detailed) for examples of games done right.
No. Dont give up on your other games. Tycoon games are usually giant projects. I'm talking giant projects. Take a look at rollercoaster tycoon, read the logic behind excitement ratings alone.
http://rct.wikia.com/wiki/Excitement That's just one piece of game logic. Tycoon games require alot of logic for many different aspects. You have management, timing, time related in game events, game events related to the current actions or recent actions, challenges, etc.
If you have gave up on all of your previous projects, what makes you think you want do the same thing again? Finish some or at least one of your older games. Most importantly, take it steady. You can give yourself a deadline, but if you're trying to rush yourself it wont be fun. You want to enjoy creating your game. Take it with baby steps and enjoy yourself working on each part. You already have many games you can choose one out of to continue. Take one, get into it, and don't finish until you are satisfied with the project. Please take my advice, for your own sake.
I really really recommend you read this article. I was the same mindset as you but this opened me up and is just so worth the read. http://supermeatboy.com/134/how_do_i_get_started_programming_games___/
I am sorry for being a little bit off topic, but you mention so many projects that are left abandoned that it's sad because thats basically throwing away your own projects and potential. Throwing away some projects is one thing, but the fact you've started so many but not released one is not good at all.
It's been on hold since they announced Super Meatboy Forever at PAX last year. At the time they said they'd go back to Mewgenics after SMBF released, but with all the Isaac stuff and them talking about a SMB2 who knows anymore.
http://spacer >Refenes admitted to not having much of an understanding of OS X, so Team Meat had initially outsourced the Mac version. But what came back wasn’t up to the duo’s personal standards, so Refenes was tasked with frantically cleaning it up. Even still, it's not perfect.
There's an explicit quote somewhere else, but that's at least good enough to substantiate my claim
If you're interested, Edmund McMillen (Super Meat Boy, The Binding of Isaac) is making a game about breeding cats that might be in the vein of what you're looking for. Here's a link and another link.
Didn't know this. Cheers.
Edit: Found source, posted on the Team Meat blog. Nowhere else seemed to report this, here's a link for those interested.
Here is the team's site (Team Meat). Basically, it's a really difficult platforming game like games in the 80s. You never get any power-ups, just different characters to navigate the levels. It's very fun. Can be very frustrating but the satisfaction of beating a level is worth it.
Not sure what platforms you run, but it's available on Steam, Direct2Drive, and Xbox Live. They're making an iOS version, but I would play the Steam (or Xbox Live) version. If you get the PC version, you're gonna want to play with a gamepad. Or just buy it on Xbox if you have that. The keyboard controls aren't precise enough for the platforming, and it just requires the precision of a gamepad.
It has it all, though. Great graphics, music. Tons of references to retro games. I haven't even got through the second world in the years I've owned it (haven't played it much), but I should definitely play it some more. It makes me realize just how much I suck at hardcore games haha.
It's not giving out giftable copies right now, however on Team Meat's website they say that you should get giftable copies of the duplicates:
>I have some of the games in the bundle but not all...WHAT DO I DO? >Simple, just gift the duplicate games to friends. It's good to give!
Well... It did not just happen with PETA immediately making a game out of it. It started with an ad stunt from the Meat Boy team
>Putting all my cards on the table right now, I actually made fake user names in Peta's forum pushing the game at them in hopes something like this would happen,
Sadly I don't think that will ever be released.
>Q: Will you ever be able to save progress in SMW?
>A: Probably not.
I definitely agree. Super Meat Boy Forever was a game I've been followed for years, but it seems like they're delaying release on steam for at least a year after they release on the Epic store. Infuriating!
If you mean Super Meat Boy Forever for mobile, they said that it isn't a sequel and it's just an endless runner for phones. Unless they've changed their minds, they won't be making a Super Meat Boy sequel.
I know that they had been burnt out on Super Meat Boy, but it's been a few years now and their best game is getting lonely on last gen consoles. Methinks they should spruce it up for current gen consoles since that seems to be all the rage these days.
I would also get Super Meat Boy Forever if it were ever to come to Wii U. I'm not very fond of playing games on my phone. Big fingers and little screens do not mix, haha.
(And a number of mobile games have come over to the eShop, so it's not an impossibility.)
Edit: I stand corrected: http://supermeatboy.com/158/Announcing_Super_Meat_Boy_Forever_/#b
Super Meat Boy. Basically defined a genre called the "hardcore (2D) platformer" for contemporary audiences, as described by creator Ed McMillen here. Hard but short levels. Infinite lives. Gameplay as patient self-training.
Point of fact, this game (and most of its type) are not nearly as hard or frustrating to beat as many retro games, which have longer levels with a slower burn of difficulty, and limited lives and/or continues---creating more sense of an epic campaign with high stakes throughout. However, Super Meat Boy definitely demands some serious effort to beat, and it's quite inviting and addictive to chip away at its challenges, one level at a time. I think it is a very good training before taking on these older games.
And Edmund McMillen of Team Meat made fake accounts in Peta forums to make it to happen.
Well, he did it for the flash Meat Boy game, but was still happy that it happened.
Getting the 360 controller on the mac to work is a lost cause due to logic in the deep internals of the game's engine that Team Meat does not plan on fixing (Read the "Custom Controls" section of that post to learn why).
If you get it to work, I would love to hear about is since that issue is what's blocking me as well from playing this game.
Both the Link and -fullscreen in the launch options in steam (or terminal launch if you want to get all command line) will work.
I had issues with the steam SMB crashing so I had to run a stand alone copy and make an automator launcher to make run the command argument without launching terminal every damn time.
There's a blog post about it here
Also a solution using Automator is on the forums
I've done a simpler solution, but installation is manual presently
I'll gladly walk you through the steps to set up mine (I find the automator solution to be slow, clunky and a little unstable at times)
Why is their game so popular? I mean it looks ok (watched a few Youtube vids), but not anything special, yet it seems very popular or is that just because I read too much /r/programming /r/gamedev and HN and see it popping up because of this DB snafu?
BTW, they seem to be sloppy with 'programming' anyway, one of the biggest banners on their homepage (http://supermeatboy.com/) points to;
http://http//store.steampowered.com/sub/12315
and I don't know what to make of the 'artwork' on the homepage either.
I guess i'll skip this one :)
Submission Super Meat Boy because I would really enjoy a nice, difficult platformer for my PC. Also, Team Meat seems pretty awesome. (as shown by their response to peta's insults)
would you care to share anything about the game itself, what does it run on, how did you make/get the art? etc.
on another note: aren't you afraid your start/splash screen will give someone an epileptic attack? also, on closing the demo my screen flashed black for a second for no apparent reason (not a real problem, I just think it'd look cleaner if it didn't xD)
the art looks rather nice, not too complicated but still fun, although stuff like the spikes, fish and the squirrel look rather pixelated as opposed to the smooth level (it's not disturbing or anything, just a little inconsistent and that's something I think some people might really dislike).
as for game-play, the speed going up in bursts is rather annoying, it made me miss blocks on a small jump rather often because it accelerated at seemingly random moments (maybe give it a dust burst behind you half a second before starting to sprint to indicate that it is going to happen before it actually happens?)
on a final note, the red gem/shield like things (you run into one in the first second) what are they? flowers or items you can't pick up yet, or was I doing something wrong?
anyway it seemed like a fun game but hard mainly because the controls where refusing to respond as expected. (so hard in a bad way)
And @thantik Super Meat Boy is "a tough as nails platformer where you play as an animated cube of meat who's trying to save his girlfriend" http://supermeatboy.com/
As far as Super Meat Boy goes, I might be a little biased because it's up there in my top platformers, but it's pretty awesome if you stick with it. After a couple hours of the first levels you get a feel for it and the controls flow without thinking about it.
I had some problems getting into it on my laptop, but I realized it was because of some frames being dropped, and enabling -lowdetail fixed everything. Food for thought.
I think they have something similar at the Meat forums.
My highest ranking was 16th, but it was really just a fluke on that level. I think my highest legitimate ranking is around 190 or so.
You can rebind your keys by editing a text file now. WASD for the win. If it let me play through VVVVVV, it should be good enough for Super Meat Boy as well. Veni, vidi, vici, bitches!
Seriously, I can't think of a reason why holding a controller and using your thumbs is more accurate/comfortable than holding your hands over your keyboard. Technically, there sure aren't any.
Edmund McMillen is a huge troll. Very talented guy, but the douchebaggery is strong with this one. That XBOX 360 controller ad at the beginning is probably some stubbornness/provocation aimed at the people he predicted from the beginning to complain. Apparently it's very hard to code in any alternative control mechanisms than the XBOCKS controller if you're using Microsoft's devkit. Who would have known?
IMO, there is no excuse not to have a primitive key rebinding option in the main menu ingame. In fact, there is little excuse not to display the actual buttons you bound instead of having "B" and "Press Start" plastered everywhere. It's just a bad control scheme.
As much as I appreciate the crashes every so often since it gives my fingers some time to rest, does this mean no bug fixes/steamplay support/etc. or just no more content patches?
EDIT: Answered one of my own questions. Steamplay support coming according to one of the comments by Tommy on this blog post http://supermeatboy.com/59/You_ve_got_Headcrabs_/