file Day Four (Back to multi :P)

  • blueteak
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21 Jul 2013 20:51 #1
After feeling good about working on a bit of the single player experience, I went back to multiplayer for just a few minutes.. and then stayed there for the rest of the day. Oh well, made some interesting changes.
- Edit:Currently removed single player, as the map file was nearly 50mb, and that's not reasonable for a webplayer-

While you're it, you get 50% better movement speed, jump height, and air movement speed (I also increased the base air movement speed by 70%).

I added sound, though it is placeholder (the rolling is from marble blast, which I guess is a legal no-no, but until I find a good equivalent, it is what it is). I think I got the jump and bounce sounds spot on with the help of a fantastic online effects website and some simple tweaking. Music from newgrounds, fits nicely.

I also added the pause menu! (press p in game) where you can select your ball material, and return to the main menu.
-Edit: Currently removed the main menu button due to a critical bug that will be resolved shortly- (Edit2: Fixed!)

For the UI, I added an big message at the top middle of the screen when someone gets tagged, so everyone knows who is it.
And I also added a chat update when someone joins or leaves, but it currently adds the host's name to the beginning of the message, so I need to fix that eventually.

Still looking for a solution for bouncing when transitioning between map brushes, I'll fix it when I find it .

ALSO - I would love a custom IT marble skin if anyone in the community is up to the challenge.

Requirements for the material:
- Red(ish) - Anywhere from Dark orange to slightly dark red, but it can't be too dark, because you need to be able to see the ball from far away.

- Standard Sphere map - Has to be usable on a sphere with just an image (ie, no custom geometry, and polar distortion accounted for).

Example of how a soccer ball would look as a sphere mapped texture:


- Relatively abstract - The It ball is pretty much constantly spinning really fast, so things like a dark red ball with a fire graphic coming up from the bottom wouldn't look very good, it would be best if the material was relatively uniform over the entire sphere (ie no opaque cat's eye effect).

Post here if you have something cool and don't mind me using it

As always, link to game in signature.

Check out my website: alvios.com/ !

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  • Jeff
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21 Jul 2013 23:01 #2
thx for the update blueteak

I am a programmer. Most here know me for being one of the major contributors to Marble Blast Platinum and PlatinumQuest.

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  • RDs.The-dts-guy
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21 Jul 2013 23:42 #3
Hmm im having bit of a trouble with blender versions but ill sort that out so we could test some barble stuff.
Anyway i suggest merging singleplayer with multiplayer, would make your life easier when coding. Simply when someone plays singleplayer he at same time hosts multiplayer server and is only one in it. Now it seems like you have to rewrite code 2 times because SP is different codebase i suppose.

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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  • blueteak
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22 Jul 2013 05:30 #4
Single Player and Multiplayer use the same code, just without hosting anything. When I said work on single player, I just meant map and gameplay goals.

Check out my website: alvios.com/ !

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22 Jul 2013 08:21 #5
Here be those normals I promised you, a day late

www.mediafire.com/?q2jbagn7pzl9p8e

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  • RDs.The-dts-guy
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22 Jul 2013 15:20 #6
I suggest you to base physics and everything else that is related to main gameplay to some finishable state before starting to make actual levels so that you wouldn't have to remake level due to physics or gameplay changes

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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