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Comments for Super Meatcraft

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A new version of this scenario was uploaded on Wed Sep 28 06:03:44 UTC 2011 New level, shop added (click the stash in the top corner) Points system added, patrolling enemies.
A new version of this scenario was uploaded on Wed Sep 28 06:16:22 UTC 2011 ReEnabled looping gameplay so you can enjoy these 2 levels endlessly.
A new version of this scenario was uploaded on Thu Sep 29 03:08:07 UTC 2011 New level and new item in shop.
A new version of this scenario was uploaded on Fri Sep 30 02:42:59 UTC 2011 Minor bugfixes and new hazard block. Enemy speed increased and enemy jump height decreased. New item in shop - Speed boost (single use)
A new version of this scenario was uploaded on Fri Sep 30 05:13:14 UTC 2011 First level simplified. Pausing now brings you to the stash and unpauses the scenario. Sounds...
A new version of this scenario was uploaded on Mon Oct 03 06:11:51 UTC 2011 Some fixes and another level.
A new version of this scenario was uploaded on Thu Oct 20 03:25:15 UTC 2011 Bugfixes, new level, some very minor level updates, new key commands: BACKSPACE resets the level. SHIFT opens the level selector.
A new version of this scenario was uploaded on Fri Oct 21 01:38:55 UTC 2011 Updated level 5. New object: portals. Implemented object: Fading brick Game currently has 5 levels. Gamplay will continue until all levels have been completed, it will load level 1 again, then it will end. The scenario is un-pausable though.
A new version of this scenario was uploaded on Sat Oct 22 02:03:25 UTC 2011 Some fixes, some updates, graphicals...
A new version of this scenario was uploaded on Fri Oct 28 22:04:56 UTC 2011 Bugfixes, level 5 update...
A new version of this scenario was uploaded on Sat Oct 29 00:23:59 UTC 2011 Fixed silly price issue and added 3x coin multiplier. Changed the logic of the coin so multipliers can stack. Disallowed multiplier stacking.
A new version of this scenario was uploaded on Sat Oct 29 01:32:34 UTC 2011 Fixed my stupidity.
A new version of this scenario was uploaded on Sat Oct 29 06:06:39 UTC 2011 Beta level creator! Hooray for JOptionPane!
A new version of this scenario was uploaded on Sat Oct 29 06:18:20 UTC 2011 Fixed the Help Screen for the level creator.
A new version of this scenario was uploaded on Sat Oct 29 18:40:40 UTC 2011 Added backspace option in level creator so you can correct mistakes, also fixed a slight bug with level creator.
A new version of this scenario was uploaded on Sat Oct 29 19:04:44 UTC 2011 Added a JPane to load a user level.
bournebourne

2011/10/29

I like the level editor, though is difficult with the limited navigating.
DonaldDuckDonaldDuck

2011/10/29

Thanks. The editor was just implemented and I hope to add arrow key navigation to assist in creating. Did you understand the help alright, or should I improve that screen?
bournebourne

2011/10/29

Yes it was helpful. It would be nice if the help text was not behind the items placed in the level. I am a little confused about the Invisible force field, - is it different from a blank space? Also I don't know if it is just my computer, but it seems copying from a jpane doesn't actually put it into the clipboard.
DonaldDuckDonaldDuck

2011/10/29

The force field is an invisible block that will make patrolling enemies turn around when they touch it. When the entire level has been seeded, a JPane will appear and ask if you want your seed. Pressing okay shows the seed and highlights it for you, and pressing ctrl + c (Windows) or command+c (Mac) should copy the seed to your clipboard.
darkmist255darkmist255

2011/10/29

Hey, I'm just getting into starting Java programming (by just I mean merely a day) and I'm wondering if you could explain the level generating to me. If it's complicated, then I'll try to understand as much as I can. I read through the code and sort of get the idea, but not the process that turns the symbols and numbers into blocks and objects. If it will take a long time to explain, just tell me that it's too complicated and I'll just try to figure it out. Thanks :D! PS: Fun game!
bournebourne

2011/10/29

Okay so was there a blank you can place? And then it would probably be good in the editor to distinguish between them. And yes I know how to copy. I'm just saying the clipboard from the jpane seems to be a different context than elsewhere. I've ran into it before and I don't know what to think about it. I try to keep to printing out to the console.
DonaldDuckDonaldDuck

2011/10/29

Ah I've just checked it out. My apologies bourne. Time to look for an alternative output source, I'm not a big fan of the console window...
DonaldDuckDonaldDuck

2011/10/29

Darkmist, It's really not complicated at all :) In the levelBuilder class, there is a void that initiates the level string. When the program starts, in the levelBuilder act method, there is a command that tells it to read that string, and read the 'legend' (private void check(String[] segs), line 396) The legend merely checks a character against an if statement, so if the character is a 0, do this, if it's a 1, do this, etc. Hope that helps!
darkmist255darkmist255

2011/10/30

Thanks! I'll take another look at it (I know my way around a little bit better now)!
A new version of this scenario was uploaded on Sun Oct 30 02:26:42 UTC 2011 Significant updates in level creator: Can now use arrow keys to move around the input area. Trying out a new way to display the level seed (Hopefully it can be copied now)
A new version of this scenario was uploaded on Mon Oct 31 02:43:00 UTC 2011 Another try at making the level seed copiable... If it's not copiable, you can simply copy it from the java console.
DonaldDuckDonaldDuck

2011/10/31

Something about the Gallery just <i>doesn't</i> like copying...
A new version of this scenario was uploaded on Tue Nov 01 19:41:06 UTC 2011 Started work on shortening the level seed to a manually-copiable length... Still a bit long for complex levels... Fixed bug with backspace key on level editor.
A new version of this scenario was uploaded on Tue Nov 01 22:40:17 UTC 2011 Fixed small bugs in level editor and level creation. Continued seed reduction, unfortunately, used all possible characters on a standard English keyboard, so I had to borrow some foreign letters... That will have to be fixed...
Royalblue64Royalblue64

2011/11/2

this is a BOSS platforming game!!! oh yeah! but by the way, you can't fall through a one-block space unless there is a wall, so on the first level, at the top there is a one-block space, i don't know if it's just for decoration or what, but it does nothing. Amazing game though!
Royalblue64Royalblue64

2011/11/2

forgot to put this in my last post, but also you don't lose enough when you die because if I get more than six coins before I die, I'm still gaining money.
DonaldDuckDonaldDuck

2011/11/29

Yes, the one-block spaces are troubling me :-/ The rules for losing money are: if you die and you have >= 500 points, you lose 500, so if you have more than 500, you will still have money.
DonaldDuckDonaldDuck

2011/11/29

Updates are currently halted until I can find out how to allow Greenfoot to connect to the server through my schools proxy server.
A new version of this scenario was uploaded on Fri Dec 02 21:28:47 UTC 2011 Started README
DutaDuta

2011/12/18

The illegitimate child of super meat boy and minecraft?
heeinyheeiny

2011/12/24

i like it it is good
A new version of this scenario was uploaded on Thu Dec 29 00:08:04 UTC 2011 Giant update: View README for details.
DonaldDuckDonaldDuck

2011/12/29

I like that, Duta. Congratulations on naming the game.
A new version of this scenario was uploaded on Thu Dec 29 17:28:36 UTC 2011 Experience counter - Once you buy Boom Box, every enemy you kill will drop experience orbs. Gain experience to gain levels. Die and your levels resets to 0.
A new version of this scenario was uploaded on Thu Dec 29 18:54:10 UTC 2011 Fixed a glitch with level 10
DutaDuta

2011/12/29

Haha, np :) Its a nice game by the way
Game/maniacGame/maniac

2012/2/9

i want creepers
DonaldDuckDonaldDuck

2012/2/10

Coming up soon, already implemented, just can't update the scenario (I'm running the gallery through a web proxy and it doesn't allow me to share through the proxy)
Busch2207Busch2207

2012/2/28

If you've lost and you click at 'stash', while the objects are flying out. And then you want to return to the game, the objects are just hanging around in the air... and you can't do anything...
matt.milanmatt.milan

2012/3/4

great game, love it, very creative, interesting, and challenging. on level 5, the first level to introduce disappearing blocks, there is a part near the end where it is very difficult to fall down a hole that is 1-space wide, which leads to the level exit.
DonaldDuckDonaldDuck

2012/3/4

Thanks Busch, I'll fix that shortly. As for the difficulty falling through a tiny gap, I don't know exactly how to solve that other than cycling the gravity method faster (resulting in falling through blocks and jumping up and down pixels at a time) or just making the gap bigger... I'll fix these problems though.
matt.milanmatt.milan

2012/3/5

i was thinking that, space permitting, you could remove one of the blocks on the left or the right to widen the gap. you'd only have to do that at the entrance to a 1-block wide shaft, cause then wall collision would line you up perfectly with the shaft.
A new version of this scenario was uploaded on Wed Mar 07 07:01:25 UTC 2012 So much new stuff I don't even know where to start. Introduced creepers, pickups, inventory, nightmare mode, blood/explosion. Changed menu key to "o", Restart key to "r" and inventory key is now "e". New items in shop: Wall jump. New levels. Better movement and gravity.
A new version of this scenario was uploaded on Wed Mar 07 07:10:52 UTC 2012 Minor bugfix and screenshot re-up.