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file MegaMarbler's Custom Levels

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21 Nov 2012 02:04 #1
MegaMarbler's Custom Levels

Thread format
This thread is where I'll post all of my Marble Blast custom levels. To see a picture of the level before downloading it, click the map's name (only available once the map is downloadable). To download a map, there will be a Download button under each level. A brief description of the level will be provided after the level's title. To check a level's status, it will be colored based off of the color code below.

Color code
Map abandoned / put on hold
Map not started / just an idea
Map being created
Map completed / downloadable

Level Packs
None available.

Individual Downloads
Recoil Ruckus - Just a simple level where you use Marble Recoils to get around.
Download

Rainbow Platformer - A level where there are many colorful platforms with gems and powerups scattered throughout the map. There are many paths, but can you find the fastest?
Not yet downloadable

Space Skating - With jumping disabled and the floor having 0 traction; you better sharpen up your aim.
Not yet downloadable

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  • Beack
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21 Nov 2012 04:21 #2
That's your first level?

looks really good, Downloading!

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21 Nov 2012 04:58 #3
My first level but I've had experience with the Constructor in the past

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22 Nov 2012 05:46 #4
Nice job, its great to see another active community member who is already contributing even though the person is rather new ^_^

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22 Nov 2012 18:12 #5
New projects have been started. Check the first post for details.

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22 Nov 2012 20:11 #6
The following review is by Buzzmusic100...



Very good first level! It's clear that you are great at Constructor. Nicely done with the curves. The gameplay certainly didn't fail. I was quite impressed with how original this level was! I loved the first challenge and the wall-hit. But I thought the non-Marble Recoil challenges were a bit out of place. But they did still contribute to the level's fun factor. In fact, this level is REALLY fun! I can keep replaying it a lot! It's at that great amount of difficulty combined with the extra chance to go really fast and the length is perfect. You certainly aced replayability.
Texturing was pretty good. You did well with the curves. As a suggestion, there are a couple of really short brown sides to some platforms that I think would be more fitting with the mbu_edge_white2 texture (AKA trim). And while I really liked the way you used mbu_edge_white2 at slanted parts instead of mbu_edge_white (don't know if it was intentional or not) there are some people who prefer it with mbu_edge_white instead. But if that's your style, you can do it. Sort of like what Oaky did.
Oh, and what are those two platforms way below everything else?


Originality: 8.5
While the general idea is regular, your challenges are pretty original! Nicely done.

Creativity: 7.5
I honestly think the tightrope challenge was out-of-place. You could've just used more MR challenges. But you still did good with order and such.

Fun Factor: 9
Very fun overall! Especially if you know all the tricks for this level (like gaining speed).

Replayability: 10
Like I said, you got everything right! I have lots of fun replaying this.

Level editing: 9.5
The only thing wrong is the split at the back of the first curve. But that's so minor and everything else is so well done.

Presentation: 9
Just remember the things I said about texturing. Other than that, you did really good! And sometimes I would suggest scenery, but here it's not all that necessary.

Overall score: 9/10

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22 Nov 2012 21:11 #7
Nov 22, 2012, 12:11pm, ajdallas wrote:
Oh, and what are those two platforms way below everything else?
Just decoration. Although, one of them has another purpose, but I'll try not to spoil it.

Also, does anyone know how to:
(1) Change the music of a level (I've tryed changing it in the .mis file AND in the in-game editor, but no matter what I change it to it plays the same song).
(2) Disable jumping for a level (I'd assume you'd have to put something in the .mis file. If anyone can help me that would be fantastic *Looks at Jeff*)

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22 Nov 2012 21:47 #8
1. HiGuy is dying to get that for you, he will post below

2. Untested, but try the following, add this at the bottom of your .mis

function iDoNotWannaJump() {
cancel($j);
if (!$Game::Running) {
if (isObject(defaultMarble))
defaultMarble.jumpImpulse = 7.5;
return;
}
if (isObject(defaultMarble))
defaultMarble.jumpImpulse = 0;
$j = schedule(50,0,iDoNotWannaJump);
}
iDoNotWannaJump();

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22 Nov 2012 21:58 #9
1. unTested, probably working. Certainty level: 95 100%
Code:function coolTunes() {
if (Canvas.getContent().getName() $= PlayGUI) {
playMusic(song name here with extension.ogg);
return;
} else if (Canvas.getContent().getName() $= PlayMissionGui)
return;
schedule(100, 0, coolTunes);
}
schedule(100, 0, coolTunes);


Add to the top or bottom of your mis

This signature is real code
Code:
function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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22 Nov 2012 22:56 #10
Recoil Ruckus looks nice! Haven't downloaded yet (I have family over for Thanksgiving), but I will soon!

- Steven
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23 Nov 2012 03:24 #11
@ Jeff / HiGuy

I'm retarded or something, so can you guys add the code into a .mis file and post it here? I'm trying many different ways of putting them in and it just freezes the level loading meter.

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23 Nov 2012 04:02 #12
Well, i would need to have your .mis file. PM me the file and i can put it in. However, all you gotta do is just copy the code we both gave and put it under the
//---object write end--- comment.

However, freezing the loading bar isn't a good thing haha. I hope its not my code :|

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23 Nov 2012 04:04 #13
I know it's not the code asked, but works for me all the time

Mission Info Stuff:

Quote://--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {

new ScriptObject(MissionInfo) {
level = 32; //Level number
name = Challenger!; //Level name (displays in the level selection)
goldTime = 75000; //Gold time (MBG) ; Platinum time (MBP)
startHelpText = Be Careful!; //Help message at the begining of the level
type = Custom; //Type of the level (Custom or Template)
time = 0; //Level's par-time
UltimateTime = 37000; //Ultimate time (MBP)
music = Tim Trance.ogg; //Level's background song (change it to any song in .ogg format)
artist = Beack; //Level's author/creator
desc = Blablabla; //Level's description



In the Level Editor:

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23 Nov 2012 04:06 #14
Awesome guide Beack! Just remember fellow marblers that Beack's guide only works for MBP.

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23 Nov 2012 04:26 #15
@Beack - Thanks, it worked.

@Jeff - Right now I'm trying to add the no jumping code into the MissionTemplate.mis so, if you could just add it in there that would be nice.

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23 Nov 2012 09:21 #16
An easier solution for the no jumping problem would be to put this code at the top of a mission file:
Code:LocalClientConnection.player.jumpImpulse = 0;

Open your mission file in NotePad or TextEdit (pc/mac) and copy/paste that right on top of everything. Even before OBJECT WRITE BEGIN. Note this may leak into other levels, although getting around that is tricky

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function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

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23 Nov 2012 18:30 #17
Still won't work (Level loads put can still jump).

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23 Nov 2012 19:12 #18
Nov 23, 2012, 1:21am, higuy wrote:An easier solution for the no jumping problem would be to put this code at the top of a mission file:
Code:LocalClientConnection.player.jumpImpulse = 0;

Open your mission file in NotePad or TextEdit (pc/mac) and copy/paste that right on top of everything. Even before OBJECT WRITE BEGIN. Note this may leak into other levels, although getting around that is tricky

thats because localClientConnection.player does not have that property HiGuy (maybe u should go to sleep instead of being up at 1:21AM writing code XD).

try this:

LocalClientConnection.player.getDataBlock().jumpImpulse = 0;

or

defaultmarble.jumpImpulse = 0;

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23 Nov 2012 21:15 #19
Nov 23, 2012, 11:12am, jeff wrote:
try this:

LocalClientConnection.player.getDataBlock().jumpImpulse = 0;

or

defaultmarble.jumpImpulse = 0;

Tried them both - still can jump.

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23 Nov 2012 22:33 #20
try:

function nojump(){
cancel($j);
if (isObject(localClientConnection.player.getDatablock()))
localClientConnection.player.getDatablock().jumpImpulse = 0;
$j = schedule(100,0,nojump);
}

package x {
function GameConnection::onClientLeaveGame(%this) {
Parent::onClientEnterGame(%this);
cancel($j);
if (isObject(%this.player.getDatablock()))
%this.player.getDatablock().jumpImpulse = 7.5;
}
};

nojump();
activatePackage(x);

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24 Nov 2012 23:19 #21
Thanks Jeff! It works

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25 Nov 2012 04:13 #22
Nov 24, 2012, 3:19pm, megamarbler wrote:Thanks Jeff! It works

Glad to hear. If you ever need something again, don't hesitate to ask me.

I was looking like a noob there for a couple of days posting code that ended up not working ._.

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25 Nov 2012 05:02 #23
Nov 24, 2012, 8:13pm, jeff wrote:
Nov 24, 2012, 3:19pm, megamarbler wrote:Thanks Jeff! It works

Glad to hear. If you ever need something again, don't hesitate to ask me.

I was looking like a noob there for a couple of days posting code that ended up not working ._.

lol, anyways, looking for another level

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25 Nov 2012 16:43 #24
Sounds great man! I'm really looking forward to Rainbow Platformer...

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25 Nov 2012 20:16 #25
Rainbow Platformer is near complete. The only thing left to do is put the gems in

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28 Nov 2012 07:19 #26
When will you release Rainbow Platformer?

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28 Nov 2012 21:48 #27
I'll release it tonight. (7 hours from this post)

I've turned into a Jeff

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