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Each level creator is to have one thread where he posts all information pertaining to his levels.
Any other or extra threads will be deleted.
Blasted's levels - NEW: Paradise
- marblejc
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- Blasted
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The second level is called Arctic Temple - www.mediafire.com/?op5uos6qrzzggip
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- Pyro
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- The semester rounds out!
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- eNetro
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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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- Blasted
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- Xuan
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also nice levels, maybe i will record some levels..
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- Pyro
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- The semester rounds out!
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- Blasted
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- Beack
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- Beack ewe
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try to keep the level between intermediate and mid advanced like /meh (not kidding)
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- Blasted
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- RandomGuy
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- I'm back, and still random
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- Steven
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- Blasted
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- RandomGuy
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- Steven
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- Blasted
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- RandomGuy
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- Steven
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- Blasted
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- Perishingflames
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- Blasted
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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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- Beack
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- Beack ewe
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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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- Marson
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- Jeff
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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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- Perishingflames
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- Beack
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- Beack ewe
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*gives you some internets*
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- Blasted
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Ultimate Time: 45.00
Platinum Time: 1:15.00
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- Lichable
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- marblejc
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EDIT: I got 27.51
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- Marson
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- Blasted
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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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- Marson
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- Perishingflames
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