file Height Testing

  • Nockess
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12 Jun 2017 19:15 - 10 Apr 2022 22:28 #1 by Nockess
Height Testing was created by Nockess
I made a quick map to easily see how much height various things in the game will get you. Best thing to remember when dealing with these situations in level building is that four trim go to a tile. If you want a copy of the mission and interior, here's a download.

First is bouncy floor. Looks like you just barely aren't able to clear three full tiles, and two and a half is about right if you want to be precise (to the extent of trim). Usually I'd just stick to two tiles when building with bouncy floors to give a bit of room for error to the player.

There are two normal uses for the Super Jump, one which you don't jump beforehand (on the left) and one which you do (on the right). You get so close to clearly five tiles without jumping, and you'd be able to make up the extra height by sliding along the wall. I didn't build the interior high enough to very accurately tell how many tiles you can go up when jumping beforehand, but it seems like you can just about clear nine. I often go for four and eight tiles respectively, again to leave room for error.

Now for the two kinds of bumpers. They're very similar and neither of them bumps you more or less than the other, but the shape of them can provide a bit of inconsistency because they're both a bit sloped at the top, so you'll get bumped slightly higher or lower depending on that. I believe the actual force that the bumpers give you is the same as the bouncy floor, so three tiles is barely not possible and my normal decision is to give two tiles.

Last is fans. This one's a bit funny because how much a fan blows your marble depends on where you're positioned above (or beside) it. Jumping onto the fan will also get you slightly different results than rolling onto the slope of it, but most people normally do the former from what I can tell. You can easily clear three files and you just about miss out on four. I stick with three tiles anyway.

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Discord: Nockess#4107
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Last edit: 10 Apr 2022 22:28 by Nockess. Reason: Cleaned up the post a bit and got rid of useless garbage.
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  • HiGuy
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12 Jun 2017 19:41 - 13 Jun 2017 17:11 #2 by HiGuy
Replied by HiGuy on topic Height Testing
Here's the math for the physics behind this, in case you were curious.
∆y = (vy_f^2 - vy_0^2) / 2a
Assuming final velocity is zero,
∆y = -vy_0^2 / 2a
And you can plug in -20 m/s/s for acceleration, so
∆y = vy_0^2 / 40

Using the raw constants for various impulses as vy_0 will tell you the exact total height:
- Jump: 7.5 m/s = 1.407m (1 tile = 2m = 4 trim)
- Bouncy floor: 15 m/s = 5.625m
- Super Jump: 20 m/s = 10m
- Jump + Super Jump: 27.5 m/s = 18.907 (assuming both impulses are applied on the same frame, actual value is slightly less than this)
- Bumper (all kinds): 15 m/s = 5.625m

Fans are slightly more tricky as they're actually a conical force field with a 10 meter radius and 40m/s/s force. Also you have to account for the distance from the fan.

Ask RandomityGuy about floating point, bonus points if you tell him "x87".
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
Last edit: 13 Jun 2017 17:11 by HiGuy.
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12 Jun 2017 20:52 #3 by NF
Replied by NF on topic Height Testing
Don't forget there's also this topic if you want additional information.

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