Marble Blast Platinum Support

We encourage you first of all to find solutions to your problem in this section's threads. If you do not thus find any solution, please take account of the following:

If you have a problem which prevents you from playing Marble Blast Platinum, please create a new thread on this board with a description of your problem as title. In your post please indicate the computer involved (Mac/PC, operating system).

If in playing Marble Blast Platinum you discover a bug, please post in the Community found Bugs/Mistakes sub-board.

If you need hints for the Marble Blast Platinum game, please post in the Hints, Videos and other Tips sub-board.

file MBP Suggestions aka THE ESSAY TOPIC

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06 Jun 2010 13:00 #241
FOV: suggestion noted.
PDF: probably not necessary; the rudiments are simple, and people can always post on the forums for help. New features could have level building tutorials.
Sign Hit:

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  • IsraeliRD
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06 Jun 2010 13:46 #242
- I like the ghost idea.
- The PDF is probably a confusing idea in terms of just putting it up, because it's got a ton of info for both LE, QuArK and Constructor and could probably be dozens if not hundreds of pages. I definitely do want a better mission template, maybe I'll make a couple?
- Definitely more achievements. I think to add in the LB ones to the offline and probably add in more? If not, PQ is most likely to have achievements (not 100%).
- Um? There's no point.
- Just press the PLAY button and you can choose which difficulty you want to play. If you want MBG/Customs, just press Switch Game. No point for your suggestion.
- You can make your own There's no need for one, it would be more frustrating than fun and definitely not in the direction PQ looks for.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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07 Jun 2010 14:45 #243
Intermidiate Levels:


Triple Decker (fine)
Mountaintop Retreat (fine)
Cyclone Launch (Scenery Needed)
Spin Practice (Some texture bugs)
Loop Exits (Trimming Bugs)
Medieval Maze (Much texture bugs)
Ramp Madness (Upwards underground textures need fixing)
Mini Marble Golf (Making Start for GG marbles, trim fixing and fixing upwards)
Marble Mini Golf: Icichole (Making it good for GG marble)
Basic Agility Course: Puting underground texture
Avoiding Harads (Must be remade: Making smoother slopes and fixing trim)
Technoropes (Fixing trimming and putting scenery will be nice)
Take a Stroll (Demo version with some texture fixes will be fine)
Roll Like the Wind (fine)
Sprint (Needs upward tightrope fixing)
Downhill Racing (fine)
Double LoopLoop (Put GG vesion instead this)
Powerup Practice (fix scenery and upwards)
Wall Master (Much texture and building bugs, i'm letting you find them:P)
Byzantine Helix (Put pyramids on scenery)
Convoluted Helix (Fix some texture bugs)
Astroflight (fix upwards and textures!)
Winding steps (Fix wall texture bugs)
Floor climb (Needs remake: fix wall texture bugs, making it good for GG marble, fix upwards fix some upward bugs and some grid bugs)
Bumpy Highway (fine)
Perplexingness (fine)
Timely Ascent (fix scenery)
Marble Agility Course (Put GG version instead of this)
Puzzle Ordeal (I don't know what to do with GG marble)
Dragged Up! (Needs scenery fix)
Gym (Fine just make it good for GG marble)
Skill Zone (Fix some texture bugs)
Divergence (Upwards got some trim-side texture bugs)
Daedal Helix (trim and texture bugs)
Battlecube Revisited (fine)

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07 Jun 2010 23:08 #244
GHOST FTW!!!!!!!!!!!

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08 Jun 2010 15:02 #245
Advanced Levels:


Pink-Fold Maze (fine)
Diamond Seeking Fun! (Texture bugs)
Gap Aimer (Upward trim and underground texture bugs)
Orange-Fold Maze (texture bugs)
Nukesweeper (Numbers and smile are horible made!)
Treachery (fine)
Swivel (Needs to be remade: Side trimming is horrible, scenery is bad textured, upwards are buggy and underground texturing is horrible made)
Nuke Field (Needs trim fixing)
Platform Race (Needs texture and building fixing)
Fighting Slopes (Needs fixing)
Slippery Steps (Needs building and texture fix)
Slope Madness (fine)
Lightning Ice (fine)
Crash Course (Needs building, texturing and side-trimming fix)
Neon Tech (Needs building and underground texture fix)
Beach Party (building bugs)
Slip Up (building and texture bugs)
Perilous Road (Upwards, curves and texturing need fixing)
Ring Stunts (fine)
Par Pit (fine)
Platform Race 2 (Needs texture and building fixing)
Quacked Path (fine)
Frictional Ascent (Hhhmm... fine)
Ice Cold Pass (Some texturing bugs)
Michael's Adventure: MBP! (Building and texture bugs)
Treacherous Path (Upwards, curves and texturing need fixing)
Combo Course (Upwards, curves and texturing need fixing)
Ultimate Tree (fine, just some texture bugs)
Strategy Climb (fine)
Despair (fine)
Morph (Hhhmm... I don't know what you can do here)
Thief (fine)
Rolling to Eternity (Some texture bugs)
Random Mayhem (some underground texture bugs)
Frictional Battlecube (fine)

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  • Marblemaster1
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10 Jun 2010 04:23 #246
Another suggestion:

For the LBs, have a download all level packs button; it could save a lot of time.

QuArK is still a good map editor

You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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10 Jun 2010 06:47 #247
I have a better idea. MBP can have all packs installed!

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  • Lambencee(Aaron_Y)
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10 Jun 2010 17:24 #248
Yea, but when new packs come out you would need marblemaster's idea.

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12 Jun 2010 06:41 #249
I know I've come up with a lot of suggestions, but here's another one:

A type of random force texture, but it always shoots you in the same direction.

QuArK is still a good map editor

You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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12 Jun 2010 09:43 #250
God I wish we had that in MBP, random force constantly annoys me. Idea def. taken on board

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12 Jun 2010 12:45 #251
Interesting idea. Could be done with MBA's launch trigger (if that existed).

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  • IsraeliRD
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12 Jun 2010 13:45 #252
I never heard of a friction that is able to send you to the same direction- afaik that's not possible.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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  • Marblemaster1
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13 Jun 2010 17:01 #253
Maybe a trigger...?

QuArK is still a good map editor

You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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  • Lambencee(Aaron_Y)
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13 Jun 2010 23:07 #254
I was thinking if we could have a trigger that doesnt let you jump, but not in the whole level, just one section, so it'll give the level a bit difficulty...

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14 Jun 2010 02:14 #255
Suggestion noted.

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  • IsraeliRD
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14 Jun 2010 04:01 #256
Water does not exist in MB (if you ever checked the engine). Don't bother asking for it.

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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  • MadMarioSkills
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14 Jun 2010 04:13 #257
Orbz had water, and it ran on TGE.

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14 Jun 2010 05:04 #258
Jun 13, 2010, 9:01pm, admin wrote:Water does not exist in MB (if you ever checked the engine).

MEANING:
All the water stuff that is in TGE, Orbz, Minigolf Mania etc was removed from the MB Engine. Need proof? Change the exe to txt (both windows and mac versions allow you to), open it and check. You'll find there's no water block data that is available in the other engines. Try even doing sample waterblock data in the console and it says it's non-existant.

Do I need to repeat myself?

"matan, now i get what you meant a few years back when you said that "the level in mbg is beyond me" after the last rampage i noticed things were insane, and now i truly feel that too" - Dushine, 2015.

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14 Jun 2010 17:15 #259
Jun 9, 2010, 9:23pm, marblemaster1 wrote:Another suggestion:

For the LBs, have a download all level packs button; it could save a lot of time.

I thought MarbleBlast crashes if you have too many levels installed at once though? So wouldn't having all packs have the same effect?


Jun 11, 2010, 11:41pm, marblemaster1 wrote:I know I've come up with a lot of suggestions, but here's another one:

A type of random force texture, but it always shoots you in the same direction.


I'm trying to do that via mod, but so far I can only make it so that it shoots you in the direction of the camera (or away from the camera, left or right, but it's all relative to the camera)

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14 Jun 2010 17:46 #260
Cool, but don't double post.

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14 Jun 2010 18:18 #261
Jun 14, 2010, 10:46am, madmarioskills wrote:Cool, but don't double post.

Fixed the post. Sorry, I'm used to a different forum that automatically combines double posts.

BTW, it looks like the function that could sent the marble in a certain direction is:

%client.player.setVelocity(0 0 0);

But I'm not sure how to get %client.
In some scripts %client = ClientGroup.getObject(0).

But
ClientGroup.getObject(0).player.setVelocity(0 0 0);
Does not work.

Anybody done this before and know how to handle the function right?

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  • Seizure22
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15 Jun 2010 00:58 #262
This is because the setVelocity function is non-functional for at least the marble.

You'll need to use applyImpulse instead, but it doesn't apply an impulse and instead acts as setVelocity.

LocalClientConnection.player.applyImpulse(0 0 0, 0 0 0);

Now, the first vector isn't important, but the second one is the velocity.

And as a warning, here's what you'll get:

Camera rotation resets
Marble spin stops
Any impulse you do adds to a total (applying 0 0 5 twice will move it at velocity 5 and then 10, not 5 twice)
Total impulse is applied AGAIN when you spawn

You will need to cancel out any applied impulse.

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15 Jun 2010 01:01 #263
Jun 11, 2010, 11:41pm, marblemaster1 wrote:

A type of random force texture, but it always shoots you in the same direction.


I thought of that too, kind of like a launch pad!

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15 Jun 2010 01:58 #264
Jun 14, 2010, 5:58pm, seizure22 wrote:This is because the setVelocity function is non-functional for at least the marble.

You'll need to use applyImpulse instead, but it doesn't apply an impulse and instead acts as setVelocity.

LocalClientConnection.player.applyImpulse(0 0 0, 0 0 0);

Now, the first vector isn't important, but the second one is the velocity.

And as a warning, here's what you'll get:

Camera rotation resets
Marble spin stops
Any impulse you do adds to a total (applying 0 0 5 twice will move it at velocity 5 and then 10, not 5 twice)
Total impulse is applied AGAIN when you spawn

You will need to cancel out any applied impulse.

OK. I may be able to work with that lol.

Thanks for the code.

[EDIT]: No wonder there's no support for the camera. It looks like the function is for throwing objects away from the player.

Keeping the force from adding on is pretty straight forward.

LocalClientConnection.player.applyImpulse(0 0 0, 5 0 0);

Followed by

LocalClientConnection.player.applyImpulse(0 0 0, -5 0 0);

When the marble is done evens it out.

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16 Jun 2010 19:55 #265
Have chat text remain visible after opening or exiting a level, unlike how it is now where it goes away when entering/exiting a level.

A time can be beaten, but a path can't be rediscovered. The best path stays forever.

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  • Lambencee(Aaron_Y)
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16 Jun 2010 23:55 #266
Jun 16, 2010, 12:55pm, imacmatician wrote:Have chat text remain visible after opening or exiting a level, unlike how it is now where it goes away when entering/exiting a level.

Yes I support that 100% sometimes I miss what someone says then they think I'm weird.

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  • Marble_of_Randomness
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19 Jun 2010 04:18 #267
Maybe In MBP you could have a window similar to the one that MMS made that enters you to a whole new world, like in Super Monkey Ball 2 on the main game. So after you go through the wall theres a new enviroment...similar to a Teleporter in MBP but you dont have to stay on it for 4-7 sec. you can just go through the wall...

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  • Marblemaster1
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19 Jun 2010 05:42 #268
You mean a teleport trigger that keeps the momentum?
BTW, if you want there to be no delay, in the MIS, for the teleport triggers, add this line to the end of the tele trigger section:

Code:delay = -1;

QuArK is still a good map editor

You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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19 Jun 2010 06:02 #269
Code:delay = -x;
delay = -1;
delay = 0;
delay = 1;

All have the same delay time.

And teles that keep momentum would be cool and we've looked into it, but it would be very hard to pull off (requiring the game to analyise all sorts of stats about the state of the marble when it hit the tele) and we dunno if the workload it would take to get it running would be worth the limited amount it'd be used ingame.

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  • Seizure22
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19 Jun 2010 18:06 #270
@Oaky

Not really, requires like 5-10 more lines.

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