file Marble Blast::Happy Roll [Dead]

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23 Feb 2013 23:11 #151
@BastedMarble: there is no problem is they use it privately (because nobody can't check other people's computer until you have it in fron of you), but for a public mod it can't be used, because copyrights of that sound and every sound of MBU belong to MBU and not other mods.

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23 Feb 2013 23:51 #152
Oooh blast, I hope you guys took out the auto-updater

Also, looks very nice. Can't wait to see the finished mod!

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24 Feb 2013 00:07 #153
Feb 23, 2013, 3:51pm, higuy wrote:Oooh blast, I hope you guys took out the auto-updater

Also, looks very nice. Can't wait to see the finished mod!

I am ditto'ing him on that. Also be sure to check the MBDK soon, I am submitting something that I am sure you guys will want

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24 Feb 2013 08:48 #154
Feb 23, 2013, 4:07pm, jeff wrote: Also be sure to check the MBDK soon, I am submitting something that I am sure you guys will want

I am very exciting to hear that is that the Marble Blast Mutiplayer project ?

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24 Feb 2013 08:50 #155
Feb 23, 2013, 1:50pm, satanic wrote:nice preview, the only roblem is the MBU sound when you use the ultrablast power

We will change it
Thank you for your remind

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24 Feb 2013 22:04 #156
Feb 24, 2013, 12:48am, forfun wrote:
Feb 23, 2013, 4:07pm, jeff wrote: Also be sure to check the MBDK soon, I am submitting something that I am sure you guys will want

I am very exciting to hear that is that the Marble Blast Mutiplayer project ?

Nah it was just the skin selector that you even replied too

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05 Mar 2013 02:46 #157
Nice Mod I like it

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29 Jun 2013 16:26 #158
NEWS of HR

just let you guys know this mod is still in progress

we are working on playmissiongui and other features now~
this is what the PMG look like and this gui will still being modify.
(forgive me my grammer mistake..)



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29 Jun 2013 18:04 #159
I enjoy the new PlayMission GUI, looks good!

~Aayrl

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29 Jun 2013 18:31 #160
Thanks for the update, I thought for a while that this mod was dead.

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29 Jun 2013 18:33 #161
That level select screen looks awesome Gary

Do all of the buttons work and do stuff on the side? Like the level search and achievements. Who is doing all of the coding work now? Is it you or Jimmy?

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29 Jun 2013 22:47 #162
The new interface looks incredible! Good to see that this mod is still alive! Looks promising.

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30 Jun 2013 08:09 #163
Jun 29, 2013, 11:33am, jeff wrote:Do all of the buttons work and do stuff on the side? Like the level search and achievements. Who is doing all of the coding work now? Is it you or Jimmy?

not all .such as ..level search is not available now. achievements can work well and we ( i and jimmy )are still working on this.

i have an idea about when you got an achievement while you are playing then you can see a popup on playgui ( just like MBU ). but i have some problem to code on this stuff.. if i can solve it , maybe i will write a method on MBDK about this

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30 Jun 2013 08:26 #164
Hey thanks for the update gary. Remember that you can use the basic marble blast Question and Answer thread for quick coding responses/answers by community members such as me, higuy, or seizure22. That thread is in the MBDK. If you have a bad code problem post there, but don't expect us to write all the code for you

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05 Jul 2013 20:57 #165
This actually looks like a really cool mod. Lookin' forward to it!

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06 Jul 2013 13:41 #166
Jun 30, 2013, 1:26am, jeff wrote:Hey thanks for the update gary. Remember that you can use the basic marble blast Question and Answer thread for quick coding responses/answers by community members such as me, higuy, or seizure22. That thread is in the MBDK. If you have a bad code problem post there, but don't expect us to write all the code for you

Okay then..
i will try to finger it out by myself
by the way ...i can post my train of though here.. although it doesn't work now~
Code://there codes are in playgui.cs
//
//for AchievementPopup set show time
$APSecOne = 0;
//
function PlayGui::updateControls(%this)
{
....
blablablabla
....
%secondsOne = %seconds % 10;
%APSecOne = %seconds % 10; //this line for AchievementPopup-add by Gary
%secondsTen = (%seconds - %secondsOne) / 10;
....
blablablabla
....
}
//
function PlayGui::AchievementPopup(%this, %Atype)
{
%showPopupTime=$APSecOne;
if (!$Pref::Achievement[%Atype])
{
%this.setVisible(true);
while ((%showPopupTime!=%APSecOne+5)||(%showPopupTime!=%APSecOne-5))
{
%this.setBitmap($Con::Root@/client/ui/game/achievement/@%Atype@.png);
}
%this.setVisible(false);
$Pref::Achievement[%Atype]=1;
}
}

when i want to use it :
Code: AP Test
AchievementPopup(1); // 1 means EggSeeker

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06 Jul 2013 20:17 #167
Well, from what I see,

AchievementPopup(1);

That will not work because that is not a function, to make it show up, you have to do this:

Code:PlayGui.achievementPopup(1);

That is because AchievementPopup is a method of the PlayGui object, not a standalone function. As you see, there is PlayGui::

That :: is the namespace operator in TorqueScript (as well as C and C++)

So the word before the :: is usually the object. You will also notice the %this variable that is
always placed with the method. %this means PlayGui in that case. It always refers to the object name before the :: operator. You do not pass PlayGui into there unless you call the method with the namespace, for example:

Both calls are acceptable in TorqueScript:

Code:PlayGui.achievementPopup(1);

Code:PlayGui::AchievementPopup(PlayGui, 1);

They will both do the same thing, but as you see using the . method selector you do not have to pass in PlayGui.

Now, there is another problem in this code. %this.setBitmap() will set the bitmap of the whole PlayGui (if that's even a method of a GameTSCtrl, I forget)

You want to replace %this with a guibitmapctrl name that is inside of your gui file.

And remember, the way the code is set up, your using a while loop, so it will process so fast we can't even see it. Try something like this:

Code:function PlayGui::achievementPopup(%this, %Atype)
{
if (!$Pref::Achievement[%Atype])
{
A_Bitmap_Control_Name_Here.setBitmap(marble/client/ui/game/achievement/ @ %Atype @ .png);
A_Bitmap_Control_Name_Here.setVisible(true);

// in 2000 milliseconds (2 seconds) we want to hide the bitmap from showing up
A_Bitmap_Control_Name_Here.schedule(2000, setVisible, false);

// save the pref
$Pref::Achievement[%Atype] = 1;
}
}

Remember to replace

A_Bitmap_Control_Name_Here

with the actual name that you use for your GuiBitmapCtrl.

You will not need to use $APSecOne as it is now unnecessary.

Remember, to call it, use this:

Code:PlayGui.achievementPopup(number_here);
where number_here is the integer you want to use.

And, finally, %Atype is a number you are passing, so make sure your image names in that folder use a number system like 1.png 2.png 3.png or else you will have to change the line that references the image.

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07 Jul 2013 10:07 #168
Jul 6, 2013, 1:17pm, jeff wrote:
I hope that I was clear in my explaining and that it will help you

Jeff

I‘ve learned how to do and...
It works~ Thank u ~
btw . how to realize the fade-in display(for achievement popup show and hide)? i guess presentsgui.gui.dso
,productiongui.gui.dso can make it ,but i don't have the code and i don't know how to make it..

//
the exam is coming soon( this Thursday and Friday), I wish I could get a good score

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24 Jul 2013 05:49 #169
Haven't been login for a long time... I'm glad to see that everything goes well.
But I just think we MUST have some texture makers...

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03 Nov 2013 06:24 #170
We are still working on this mod and here are some new stuff..:)
This is the SelectModeGui, on this gui, you can choose which mode do you want to play. about the quest mode, it including some special missions and some good stuff(it is different from PQ LOL). for example. here are...
minesweeper mode
lap mode
(secret mode)
etc.

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03 Nov 2013 06:28 #171
GUI looks nice! Keep it up

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04 Nov 2013 02:42 #172
Sorry if I am bumping, but I must say this mod is probably going to be one of the best mod I've ever seen (besides PQ and MBP 1.50). I wish the staff luck and success for this masterpiece mod.

HAPPYROLL WHERe (I must say this for every exciting mod)

You forget a thousand things everyday. Make sure Marble Blast isn't one of 'em.
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02 Feb 2014 10:51 #173
Some News about Happy Roll
We are planing to move the mod to T3D engine in this year. and we are working on it.
Happy Roll 's first beta may comes at August,2014.
Here is a picture about Happy Roll


By the way, HYZ(HouYuanZheng) is not a RGT member. The only way to get HappyRoll's news is post at here.

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02 Feb 2014 15:27 #174
I'm sorry, I thought you were part of it.

@Gary T3D has a hard learning curve. Used it for 6 months and got nowhere with it, besides it only supports Windows Desktops, mobile graphics card chipsets aren't supported (only Intel HD 4000+ are for mobile, no nVidia M cards). The linux support is poor performance according to the guy who ported it, and there is no currently official mac version.

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03 Feb 2014 11:50 - 03 Feb 2014 11:51 #175
Re @jeff :

Is that means using TGE is a better choice than using T3D ?
I have a TGE(form a TGE guide book's DVD) and the version is newer than the engine MBG use. Could i use it?
btw. it seems that T3D doesn't support *.dif any more..

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Last edit: 03 Feb 2014 11:51 by Gary.

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04 Feb 2014 01:06 - 04 Feb 2014 01:08 #176
TGE is old and under a restrictive license agreement if not followed. Torque3D is open source, and appearently just recently it now has mac support. T3D does not support dif anymore, they use something called collada (.dae)

It does convert your difs to daes though if you implement the old code base from Torque3D 2.0 MIT

If you want to go with newer torque, go with Torque3D.

However, I strongly recommend you stay with the marble blast engine as there are no marble physics in the current engines.

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Last edit: 04 Feb 2014 01:08 by Jeff.

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09 Jun 2014 04:19 #177
Hey Guys,

I am really happy i am back. since i passed my really important exam called NMET. after a half-year-hard-work to face this exam, now i am free~ :)
so , the mod will be continue. it will not be dead LOL

Gary~

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09 Jun 2014 14:15 - 09 Jun 2014 14:15 #178
That's great to hear! :) Can't wait to see more of Happy Roll!

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Last edit: 09 Jun 2014 14:15 by Buzzmusic.

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20 Aug 2014 08:25 #179
Hi, Guys
we are still working our mode~
here are some preview picture
(we add a skin center in the game.)

Something we are now working.
[img



++++++++
at the beginning of the HappyRoll mod making, we don't know how to write code by using TorqueScript and building missions by using Constructor, and after a looooooong time fumbling , studing, we make our mod better and better.
So i believe we can make it and we will make the mod perfect.

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20 Aug 2014 10:05 #180
Those screenshots give good impressions of your mod. :) Great graphics and design!

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