Super Meat Boy Forever

Super Meat Boy Forever

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Super Meat Boy Forever - Level Editor Guide
By Ghostly Goth
This guide will teach you everything you need to know about the Super Meat Boy Forever - Level Editor. From the basics, to the advanced, to the bugs you'll encounter along the way this guide covers it all to ensure you have a smooth, safe and fun experience making levels/chapters for the Steam Workshop.
   
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How to Access the Level Editor
To access the level editor, click on "Super Meat Boy:Forever" then launch it. Once launched you'll see a dropdown list of games you can select. Select "Super Meat Boy: Forever Editor"

Important things to keep in mind before you start the level editor would be:

- The editor does not have controller support on the menu's but ingame does
- English is the only language
- You'll need a 2 button mouse with a scroll on it, so using the editor on the laptop will be insanely hard as you wont be able to scroll properly
- You can't change any keybindings in the editor
- The editor loads into windowed mode by default, Click "Maximize" to go in fullscreen
- The editor has a long list of Hot Keys you can use, i've linked it in "Extra Links"
- You will always spawn in moving right, you need a wall or Bumper Blocks to move left/right

Basic Controls
Editor Tools

W = Move Camera Up
S = Move Camera Down
D = Move Camera Right
A = Move Camera Left

Q = Zoom in
E = Zoom Out
(Holding shift will make the action above perform slightly faster)

+ = Adjust UI Bigger
- = Adjust UI Smaller
M = Close UI

1 = Background 1
2 = Background 2
3 = Tile Background
4 = Tile Active
5 = Tile Foreground
6 = Foreground 1
7 = Foreground 2
8 = Foreground 3
(These will be the numbers on your keyboard)

T = Tile Mode
Z = Decoration Mode
Z then O = Obstacle Mode
Z then X = Parallax Mode
Z then U = Special Mode
; = Light Mode
P = Piece Mode
B = Background Mode

F1 = Test Level
F2 = Connector Mode
F3 = Notes (It's a small box you can just write down any notes)
F5 = Cadence
F7 = ScriptArea Info
F9 = Console

Ctrl + S = Save Level
Ctrl + L = Load Level
Ctrl + < and > = Variation Layer 0 - Variation Layer 10
(These are Variation Layers which are used in Deadbeef for the teleporters)

Hold ~ = Aligns Selected Object to Grid





While in Chunk Mode

Shift + Mouse Wheel Up/Down = Increase/Decrease Chunk Height (Higher or Lower)
Control + Mouse Wheel Up/Down = Increase/Decrease Chunk Width (Wider or Smaller)
Mouse 1 = Place Chunk
Hold Shift + Hold Mouse 1 while dragging mouse = Highlighting Objects
Hold Shift + Hold Mouse 1 while dragging mouse + arrow keys = Moves Highlighted Object






While in Tile Mode

Mouse 1 = Place Tile
Mouse 2 = Delete Tile
Mouse Scroll Up/Down = Change Tiles
Hold Shift + Mouse 1 while dragging mouse and pressing F = Fill the selected area with tiles
Hold Shift + Hold Mouse 1 + letting go + dragging mouse again = Held select which can be used to create tiles much better such as boxes or even entire layouts all by holding down shift, make sure Render Grid is turned on for an easier time.

Basic UI Tutorial
Before you even open the Level Editor, you are shown this box. In it are 2 main files that will work with the editor called
defaultlevel.smbf
newtemplate.smbf





defaultlevel.smbf shows you a basic level that has 2 chunks, 1 with Meat Boy in it and another with Nugget which shows that each level chunk you create needs to have a start and finish in order to become properly playable aswell as be ready for the Steam Workshop
(Start = Meat Boys spawn
(Nugget = End of level)




newtemplate.smbf shows you every object from every chapter that's in the game











These 2 files can be used as a way to help you when creating a level, but if you want nothing to do with them just select a file to open then top left click "New Level" and you can now start!







This will go over everything that's shown in the UI (User Interface).

New Level - Clicking on New Level, starts a completely fresh and New Level
Save Level - This will allow you to save your level, be sure to remember what you've named it
Load Level - This will allow you to load your saved level, type in the levelname you typed in Save

Tile Mode - You will be able to create tiles using this mode
Chunk Mode - You will create chunks using this mode (Your level chunk)
Script Mode - Does Nothing
Script Mode - The one with the Tree Icon is actually decorations
Obstacle Mode - All obstacles such as enemies,sawblades,interactable objects, etc)
Parallax Mode - All parallax backgrounds you can use for your levels
Special Mode - All items such as Start,Nugget,Turn Pads, Pacifiers etc
Effect Mode - Are unused effects from the game for you to now use!
Light Mode - Places down a light which can be used for background lighting

Previous Chunk - Selects the previous chunk in the order you've made them in
Next Chunk - Selects the next chunk in the order you've made them in
Activate Ruler - Helps you aline tiles better so you can place down a rule to use as a reference during build


Layer Info -
Tile Background: Behind Tile Active, all tiles and objects will go behind Tile Active
Tile Active: Everything Meat Boy interacts with will go here
Tile Foreground : Every tile in the front will be placed here
Foreground 1: Infront of Tile Active
Foreground 2: Infront of Tile Foreground
Foreground 3: The very front, so it's infront of every layer
Background 1: Behind every layer except the Parallax
Background 2: Behind every other layer except background 1
Visible = Every layer above will have this setting, it just hides the layer to make it easier to work on
Tiles and Obstacles Tutorial Part 1
Now that you understand what each UI setting does, now let's get to important tools we should cover.

Be sure to be in Tile Mode and Obstacle Mode for these tutorials







Connectors
If you are making multiple chunks, connectors are what connects your levels together.
(Left Yellow)
(Right Blue)
Always place it at the start and end of your chunk, if your chunk has a higher or lower height you need to place it at the same height as that tile chunk.

=Keep in Mind=
- If you make multiple chunks and only say 1-2 of them have the connectors in it, when you test only those chunks with the connects in it will show up in the rotation. It's really important that you have connectors in your level as it helps to keep it flowing.


Special Tiles
When you have a tile select, scroll up/down to see the special tiles such as Breaky Blocks, Wood, Dynamite, key chains, conveyor belts etc




Breaky Blocks - When Meat Boy interacts with it, it'll disintegrate


Wood - When sawblades, mainly Chasey Saws interact with it, it will take a few secs to break into





Glass - You punch to break them (If all glass tiles touch each other, all break at the sametime)

Conveyor Belts -

Green = Slowest



Yellow = Medium



Red = Fastest









Keys
Keys require a "key chain block", once grabbed it will be alongside Meat Boy where all you'll need to do is take it to the Key Chain Block which it will unlock.



Enemies
- We will go over the enemies in the game such as mushrooms, flies, ghosts etc

Mushrooms



As straight forward as it gets, just place them anywhere in the level and they will always automatically move to the left and die apon a punch or sawblade.


Flies










they have their own properties which are

Speedmod - Is the speed so how fast it will move
Tvalue - Is the line in which the fly starts on, everything by default will be the top and bottom so examples
Fly on the top = 0
Fly on the bottom = 1
( 0 and 1 meaning its pathing, so it will go from A (0) to B (1) )
If you type 0.5 for example, they will start in the middle so any changes to Tvalue will move the fly anywhere on that line to help them get into a position faster.


Betus



they have their own properties which are

Speedmod - Is the speed so how fast it will move
Radiusmod - Is the radius around the Betus of when it will grab you

It shows a yellow line (being the way it will move) and a yellow circle, this circle is where the Betus will stop once it grabs you, so if you put a sawblade over the circle for example the betus will grab you and float into the sawblade killing both of you.

Waypointspeedmod - Is the speed of the waypoint, which we can access by going to Setpiece info tab and click this button right here


Ghosts



You have 3 ghosts and each one is the version of which you'll punch so first one is nothing, 2nd is first punch, last is final punch and the yellow line connected to each is where each of them will teleport to.


Needles



You have a small box which looks weird in the editor but ingame will look completely normal, you can resize this box to any size you want and it will stick to the grid to make things easier. Once you go inside it will have a timer


Fans



Vel_Mod: It's the velocity of which the fan will blow you in, it wasn't used ingame though b
Dist_Mod: Is the power of the fan and it's represented by the particles shown (so less particles, the weaker it is, where more particles the longer the distance and more stronger it'll be)


Switches




Any objects you're using for the switch, give it a way point then select all objects you wish to use with the switch, press L and that will link those objects to the switch. When you now punch the switch it will move those objects to their waypoint and when punched again it will move them back to where they originally are.


Pillbugs



They stick to walls, once you punch them they can be used to break wooden tiles aswell as kill enemies.


Hooks



Very simple and easy to use, just place them down and use
Hold Shift + Hold Mouse 1 and drag over to the hook box at the top to select it and put it anywhere you want, just make sure the hook is in grabbing distance and it will pull you towards the box.


Punchwalls





Punchwalls require waypoints, once you punch a container it will move to the next waypoint depending on where you punch them (punch forward, they move forward, punch back, they move back)


Powerups


Pinkish - Upper cut and makes Meat Boy punch upwards
Yellow - Reserve Meat Boys direction
Green Ball- When punched gives you a 2nd meat boy which you'll teleport to on next punch
Blue Cube - Once punched, it will place a transparent block the next time you punch
Tiles and Obstacles Tutorial Part 2
(Continuing over from the first Tools Tutorial)

Laser Barriers





Spiky Beam: That will be where the beams will come out of
Laser Beam: That will be the lazer beam itself


The laser beam itself, all you need to do is stretch the beam in any direction you want and that'll create its hurt box where if Meat Boy interacts with it, will die.

Select the Spiky Beam and in Setpiece Info tab, press on the arrow that's pointing up and it will place the Spiky Beam infront of the Laser beam so it looks better.

Those arrows are used to place objects infront and behind objects so keep using them when it comes to decoration.




Before





After









Black Holes



Another straight forward object, once you place it, you can move horizontal or vertical in it and can be shot out of it once you're ready.


Electric Beams












These are once again have properties you can look into
Delay: Is set at 0.00 so it has no delay at all, if it's 5 seconds for example, it will wait 5 seconds then turn on
On: Is set to 2.00 which means it's turned on for 2 seconds
Off: Is set to 4:00 which means it's turned off for 4 seconds
End: Is set to 4:00 which means it's turned off for 4 seconds
Flamesizemod: Represents the length of the lazer and will stop once it hits a tile


Reverse Gravity




This works exactly like the needles where you have a small block which you can resize to anything you want, once you go into this block it'll flip gravity and yourself upside down


Space Masters







When you place on down you'll see a box that surrounds it, it works exactly like ingame where once you get into that box, everything around it will start to loop and you need to punch the space master to break the loop.


Thumps and Time Masters




Thumps will fall in any direction that sees the player so if under it, it will fall under, if above, falls above etc

Time Masters are a perfect counter to it, so it slows down time in order to avoid getting crushed by them


Wahleeohleeoh




Once punched in a direction you're facing, will create a platform which you can run over



Orb Launchers






They are orbs which will chase Meat Boy, when punched it turns into a plasma ball which you can launch into say Wood blocks to break or other enemies to kill


Bomb Blocks






You have a 3,2 and 1 bomb block which means you can touch the block a number of times before it blows it (3 touches till bomb blows up, 2 touches, 1 touch etc till it blows up)\

Bomb Block Props

You can set the timer using the properties, it only goes up to 3 so 1,2,3 and anything past or below will not work.





Pipes










You will need waypoints in order to properly connect them together.

Pipe Props
entrance_allowed - Means that's a pipe you can enter
exit_allowed - Means that's a pipe you can't enter

When it comes to the pipes in the background, that's all decoration you can do so all you need to worry about is the pipe entrance and waypoints



Portals and Variations

Every level starts on a Variation that being Variation 0, when you punch into an Entrance Portal that will put you into Variation 1, punching an Exit portal puts you back to Variation 0 which will be the normal layer. This is used in Deadbeef mainly with their portals.

To enter a Variation press
ctrl + < = Variation 0
ctrl + > = Variation 1
(The < and > are the arrow keys that are inbetween to "M" and "/?"
Variations will go up to 10 as total but you'll usually only need 0 and 1 for portals, if you wanna go the extra mile then you can do so!

You'll be working with 2 portals for this

(Place this portal while in Variation 0)
Entrance Portal
(Dark Blue)





(Place this portal while in Variation 1)
Exit Portal
(Light Blue)





Once you're done, if you punch into the Entrance Portal (Variation 0) it should reveal the Exit Portal and any other objects in Variation 1 which once you punch the Exit Portal, will take you back to Variation 0 as it normally looks.




Collision Areas

These are objects you can resize, that only show up in Variations that you put it in. Example being if you put Collision Areas into Variations 0 and 1, it will show up in both. If you have it only in Variation 1 but not 0, when you exit out of Variation 1 then you wont see any Collision Areas in Variation 0.

Sawblades and Waypoints
This will discuss everything that has a waypoint tied to it

Chasey Sawblades
Chasey Saws are those sawblades that chase after you once you've gone past their trigger, you'll learn how to move them on their rails.

Start by going to "Obstacle Mode" and keep cycling still you see this


Place it anywhere you want it to be and now you have a Chasey Saw in your level






















As we can see in the picture, it has a yellow line that leads to a yellow box. The yellow line is position where the sawblade will drop (so yellow line down, it will drop down) and the yellow box is the trigger, once Meat Boy runs past this trigger that will drop the sawblade downwards and start moving endlessly till it falls down a cliff or has rails it can move on.

Chasey Sawblade Rails: These rails are what we are going to be using as a way to help path the Chasey Saw. Select Obstacle Mode then Press P to access them.












Start by creating a path right under the sawblade so once it falls down, it will grab onto the rail and from then on you can make the path you want to make! things to keep in mind.

=Keep in Mind=
- If you have a rail that ends with it facing upwards, the saw will keep bouncing up as it doesn't have a path anymore which can cause it to get stuck.





Spinning Saws

































Everytime you place a spinning saw, it will all sync up with the others so if you want a sawblade to spin differently you need to edit the properties

Spin Saw Props:
Clockwise - Makes it spin clockwise (normally)
Initial_rot - Is the rotation in which it'll spin, so mess around with the numbers to get it moving
Speed_Mod - Is the speed of the sawblade




Sawblade Waypoints
Hold Shift + Hold Mouse 1 and drag over to the sawblade to select it. In Setpiece Info's Tab, click on the same box we used for the Betus and it will create a waypoint for the Sawblade.


Hold Shift + Hold Mouse 1 and drag over to the sawblades waypoint (yellow circle) and it will create a Waypoint Props Tab. (You can drag the menu out of the way but holding mouse 1)



































Waypoint Props -
Time: Is how long it will take the sawblade to get from A(starting point) to B (yellow circle)
eg - if 2.0 it will take 2 seconds to get from point A to B
Delay: It will wait at that waypoint before continuing
eg - if 2.0 it will wait 2 seconds before moving from point A to B

In the "Main" tab you'll see "Render Waypoint" which when you have them in place, it will do a test render of how the sawblade will move, so its speed,position,delay

Looptype -
Stop at last: It will stop at the last loop point
(if you have 2 waypoints, it will start at 1 then completely stop at 2)
There and back: it will start at the last loop point then move its way to the start (first waypoint)
Last to First: It will create an endless loop

=Keep in Mind=
- For waypoints, any object you place down can have a way point so enemies,items,background objects etc which can give you alot to experiment with
Chunk Ordering/Finishing your level
All your levels need a "start" block so you can properly spawn Meat Boy where you want aswell a Nugget to end the level.





Nugget currently has a massive radius as a way to end the level but you'll eventually be able to mess around with those settings to increase/decrease the radius and be able to make it really tight similar to how Bandage Girl works in Super Meat Boy.

Now we have all chunks complete, we need to order them so we can tell the editor which ones we want

Show Chunk Info = Show the info of each chunk aswell as the number order they are in

Random = It will choose any 6 levels to put together
By Order ID/Max Chunks in Level = Depending on the ID number it will choose random levels
0 = choose random
1 = It will choose only the first chunk that has Chunk Info set to 1
2 = It will choose only the first 2 chunk that has Chunk Info set to 1 and 2
etc


Go into Chunk Mode (F5) hover your mouse over the level you want to order and right click, it should now create a "Chunk Info" properties.

Generation Order = 0, this means you can now select your chunks by right clicking and each of them will start at 0, now all you do is put the number of whichever chunk you want as 1,2,3,4,5,6 etc then your chunks will now play in that order you've set them in.

Sometimes you'll try changing the number and it will keep resetting to 0, i don't know why it keeps doing that so just keep trying to change the number until it works


= Keep in Mind =
- If you edit any existing chunk, it will reset their number to 0 so make sure this is one of the last things you do to avoid needing to redo the numbers for every chunk you edit.


Viewing Official Levels/Chunks
You're able to actually view the official chunks in the game. You can view it, edit it, remix it, but you can't upload it to the Steam Workshop as it wont let you so keep in mind these are a way to learn how the official maps are made.

How to access the official chunks?


In the "levelfiles" folder you'll have a long list all the chunks that are in each chapter,each level and different seeds so you're able to see alot of chunks you've probably never seen before.

Enjoy looking into how it's all made to help you learn the editor to its best!
Uploading your Level
You're now ready to upload your level!. We will be uploading it to the Steam Workshop.

Launch Super Meat Boy:Forever and go to Forever Forge Upload Tool

























Once opened you'll get another menu so here we can give it a
Name
Description
Soundtrack
Character
Custom Thumbnail (Click on the Super Meat Boy Forever picture to put in your own thumbnail)

Underneath you'll have "Light World" and "Dark World" the first menu will be the soundtrack you want to select for your Light World and Dark World.

The numbers underneath will let you know what levels you've added to the rotation, so currently "1" is white, click on it and select where your saved your level file and name your level. Continue to do that for 2,3,4,5,6 until you're ready, if you make a mistake just press "reset"

Continue to do the same for "Dark World" aswell, same as above.

Heres how your menu should look like

When you're done click "Upload"

You should end up getting a box called "Select Temporary Export Directory" and it should auto default to Super Meat Boy Forevers directory which is
(C:) > Steam > steamapps > common > Super Meat Boy Forever

This is where your level should be located, if you saved it in any other places then you need to go where you saved that level. Once you're in the folder where your level is saved, click "Select Folder". Now it should take you to this menu


This menu will be all requirements that need to be met before you're able to upload to the Steam Workshop. If you have a full clear with all Ticks like shown in the picture, the "Yes" option will be avaliable.

If you have an "X", then "Yes" will not be avaliable and you'll need to fix any errors that show up.

Now you're finally ready to upload, Press "Yes" and now it will be uploaded to the Steam Workshop.

If you wish to change the level name and description, you can do so while editing your level properties while you're in the Steam Workshop but everything else will remain final.
Bugs/Common Issues
- When you place any Portals (From Deadbeef) it will continuely keep playing sounds until you delete both, replay the level then leave it.

- Random Crashes, it can happen anytime anywhere. (Control + S = Save level)

- You are unable to make a completely new save file and have to use one of the 2 files provided and save over them constantly,

- When you complete a level, hundreds of animals/wildlife will start spawning in causing frames to drop massively (FPS goes down to 10-15, even more if you let it continue). This can sometimes happen during certain chunks while testing, it's unsure what causes this or how to fix it.

Extra Links
These are extra links you can view to make your experience with the editor a little easier.

Hot Keys Spreadsheet - This will open up a Microsoft Spreadsheet which will go over all Hotkeys that the editor uses.

https://docs.google.com/spreadsheets/d/1kAhwD9dIirrlpHa1O7APDfk2cutlYeK3C9j2xS-H3hs/edit#gid=0

Team Meat Editor Tutorial - This is what i used to help make this guide, it's 2 hours long but it has timestamps for if you want to skip to certain sections which are found in the description.

https://www.youtube.com/watch?v=bLJ39HrxyiY

Paletton (tool for comparing colors and getting color RGB values)

Be sure to click on the colors for more info, it will show their RGB values which you can type into the editor for that exact color.

http://paletton.com
Credits
This guide was made to help any and all users try to make levels for Forever Forge with the goal of uploading it to the Steam Workshop which we hope this has helped in someway or form as it was our primary goal to make sure everyone can have an easy,accessible and great time making
levels for a game that we are totally smart enough to make better levels than the developers.

This guide is still HEAVILY WIP (work in progress) but i do plan to continue updating it as weeks,months go by.

Credits -

Team Meat - For making Super Meat Boy:Forever, Forever Forge and providing Level Editor Tutorial video + Hot Key spreadsheet. Which this guide is mostly based on.