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Super meat boy flash game
Super meat boy flash game










super meat boy flash game

Describing the way Super Meat Boy moves in the air as "a lot of duct tape physics" with no guiding formula, Refenes said he tinkered with the engine for two months just to get movement to feel right. Work on Super Meat Boy began in February 2009, when Refenes started rebuilding the engine of his previous project, Goo, to accommodate the needs of his dream 2D platformer. Around the same time, McMillen had been talking to Nintendo about bringing Meat Boy to WiiWare and had also been working on Gish 2 (a follow-up to a previous indie release he worked on) with an eye to release that game on Xbox Live Arcade. Refenes thought Meat Boy would be a strong starting point for the pair and a more appealing project to him personally than what he had been working on at the time. Satisfied with the results, the two agreed to make a console game. The two first worked on a Flash game called Grey Matter to see if the collaboration would work.

super meat boy flash game

They had previously known each other from the early days of Newgrounds, when they were affiliated sites that linked to one another. Refenes entered the picture when the two ran into each other at a previous year's GDC. McMillen talked about the original Meat Boy Flash game, saying he made it in about three weeks and hadn't thought it would be anything terribly popular. What they talked about: After some technical tinkering, Refenes welcomed the audience to the postmortem, which he described as "the story of Meat Boy, peppered with various good and bad things." He preemptively apologized for a lack of preparation for the talk by explaining that it's so personal for him and McMillen that it seemed silly to write anything down about it. Who was there: Programmer Tommy Refenes was there in the flesh, while artist Edmund McMillen joined in via Skype to recap and dissect the development of Super Meat Boy.












Super meat boy flash game