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file Blasted's levels - NEW: Paradise

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23 Jan 2013 13:28 #91
I love Pathfinding Helix! It's simple, fun and replayable! By the way, the Ultimate Time is 39.20. I got 10.32 for the MMG : Treacherous Course and 30.98 for Pathfinding Helix.

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26 Jan 2013 03:28 #92
I have two levels released today. The first one is Motion Slalom - www.mediafire.com/?n3tshy35c5dchgh

The second level is called Arctic Temple - www.mediafire.com/?op5uos6qrzzggip

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26 Jan 2013 06:34 #93
I'm not a huge fan on the look of Motion Slalom, so I'll hold on that on, but I'm grabbing Arctic Temple as I speak.

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26 Jan 2013 07:02 #94
Motion Slalom is perfect for beginners. In Arctic Temple, however, the force havoc zone is pretty difficult after I escaped there, and since there are no checkpoints and/or teleports, this level is pretty impossible to be (unless I use the level editor )

Awesome Hint:

Since the Awesome Time/Score is secret, you will have to beat it in order to find out what it is. Just practice every day, and be ready to keep pressing the 'Restart' button...A LOT!

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26 Jan 2013 07:05 #95
Its VERY hard. I managed to get out a few times. Try harder.

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26 Jan 2013 14:20 #96
@marblejc your times are very good, i'd like to see videos of your runs

also nice levels, maybe i will record some levels..

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28 Jan 2013 15:43 #97
Is the Ultimate Time really supposed to be 2:40 on Arctic Temple? I completely screwed up on the water-wall section and wasted a ton of time, but still got 2:01.

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28 Jan 2013 19:02 #98
Yes if the RPs give you time modifiers.

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29 Jan 2013 02:14 #99
The part of the magnets and the bouncy floor was ****ing annoying and killed the level self, the other challenges are good except for the water challenge.

try to keep the level between intermediate and mid advanced like /meh (not kidding)

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29 Jan 2013 04:11 #100
Speedy City is released! After so many bugfixes I finally got the interiors working. Probably easier than Arctic Temple. Enjoy and tell me what you think - www.mediafire.com/?5k8rh62kys0346r

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29 Jan 2013 17:40 #101
Looks good! I like the MBG look, but I have one question: Does the collision box on the giant gem in the screenshot exceed the size of the shape itself? That happened in Broken Roller Coaster, but it was hilarious.

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29 Jan 2013 18:47 #102
Maybe, because I don't what the collision box is.

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29 Jan 2013 19:47 #103
Collision boxes are invisible boxes on DTS shapes that determine how far away the marble has to be before the shape will acknowledge that it has been interacted with. The huge gem in Broken Roller Coaster had a hugely disproportionate collision box.

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29 Jan 2013 20:15 #104
There is no collision box(most likely called colmesh) in Speedy city. Thats just a half-pipe for marble to go around.

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29 Jan 2013 21:59 #105
There's a difference between colmesh and collision box. Colmesh is an invisible surface that acts as a wall, and a collision box is a trigger cage surrounding a DTS shape (powerup, hazard, gem, etc.).

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29 Jan 2013 22:00 #106
Oh ok. So yeah it probaly does exceed the size of that gem.

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30 Jan 2013 01:00 #107
You can't control the collision of gems. By default the collision box is slightly larger than the actual gem (WR runs take advantage of this to pick up gems faster occasionally), so when you scale the gem it likewise scales the collision box and that small discrepancy between the boundary of the collision box and the gem is amplified.

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30 Jan 2013 01:05 #108
Jan 29, 2013, 5:00pm, perishingflames wrote:You can't control the collision of gems. By default the collision box is slightly larger than the actual gem (WR runs take advantage of this to pick up gems faster occasionally), so when you scale the gem it likewise scales the collision box and that small discrepancy between the boundary of the collision box and the gem is amplified.

Oh I know what you mean. The collision box is the same length as the half-pipe. So if you run over a collision box, you get the gem even if you don't touch it right?

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30 Jan 2013 01:17 #109
Jan 29, 2013, 5:05pm, blastedmarble wrote:Oh I know what you mean. The collision box is the same length as the half-pipe. So if you run over a collision box, you get the gem even if you don't touch it right?

Yes and it's can't be edited, even if you create a new gem DTS (correct me if i'm wrong), just load a gem in the Level editor, the square arround the gem is the collision box

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30 Jan 2013 02:11 #110
Looks very interesting! In a way, it reminds me of Skyscraper. I'll leave a review when I get the chance.

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30 Jan 2013 02:17 #111
Jan 29, 2013, 5:00pm, perishingflames wrote:You can't control the collision of gems. By default the collision box is slightly larger than the actual gem (WR runs take advantage of this to pick up gems faster occasionally), so when you scale the gem it likewise scales the collision box and that small discrepancy between the boundary of the collision box and the gem is amplified.

Actually, sorry to burst your bubble, but I believe you can fix this by using torque's ContainerRayCast system. If you did custom collision code and checked the type's bitmask and it was equal to an item object, you could then force the ShapeBase::pickup() method from the collision update function. If I remember correctly (as I don't use Torque's container functions to much as they are rather..slow ) it checks for an actual object, not the bounding box.

So, for example:

%obj = ContainerRayCast(startVector, endVector, $TypeMasks::ShapeBaseObjectType, %thisObject);

%theObject = getWord(%obj, 0);

if (%theObject.getClassName() $= Item) {
localClientConnection.marble.pickUp(%theObject.getDatablock(), 1);
}

not tested of course, just a theory. =)

Basically, a container ray cast draws a line between two objects from the starting vector and ending vector. However, even though its engine level and returns a value through the Torque console function, it would be tedious to check a huge area and would slow down the game.

So, in theory, it should be able to be modified via script, but not gonna happen because of execution and...being redundant with the code.

Edit: for matan, #nerd

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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30 Jan 2013 04:02 #112
So to summarize, unless you're Jeff, there's no reasonable way to fix it

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30 Jan 2013 06:14 #113
Jan 29, 2013, 8:02pm, perishingflames wrote:So to summarize, unless you're Jeff, there's no reasonable way to fix it

*gives you some internets*

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05 Feb 2013 07:58 #114
Here is a new MBP level I made yesterday - www.mediafire.com/?c06h4674tt1qddb

Ultimate Time: 45.00
Platinum Time: 1:15.00

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05 Feb 2013 10:42 #115
A nice symmetric level !

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05 Feb 2013 15:44 #116
The level is replayable and fun! I got 28.XX and I think it can go a little lower.

EDIT: I got 27.51

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07 Feb 2013 02:44 #117
Very nice! A quick and enjoyable level. The UT/PT is a bit high, however. I got a 26.xx without trying too hard. Also, you forgot to include the custom textures in the download.

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07 Feb 2013 02:48 #118
Feb 6, 2013, 6:44pm, nihahhat wrote:Very nice! A quick and enjoyable level. The UT/PT is a bit high, however. I got a 26.xx without trying too hard. Also, you forgot to include the custom textures in the download.

You can find the custom textures in my first level pack. And I know the UT/PT are a bit high. I'm not skillful enough to get a sub-30.

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07 Feb 2013 03:15 #119
Well, I'd recommend that you include the custom textures in each level download. A lot of people (myself included) haven't downloaded your first level pack.

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09 Feb 2013 08:56 #120
Can you upload GrassPlate.dif? You used it in Speedy City but it wasn't included in the download. Thanks.

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