file Rozi's Mini Mod

  • Nathan125
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22 Oct 2016 00:53 #61
oh kk mate.

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27 Nov 2016 19:21 #62
I can't wait to see the end result.

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  • Ralph
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28 Nov 2016 10:28 #63
I definitely can't wait to play it! The hype is rising in my brain :silly:

You forget a thousand things everyday. Make sure Marble Blast isn't one of 'em.
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21 Dec 2016 22:34 #64
I'm so excited for when the mod comes out. Keep up the good work mate

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22 Dec 2016 21:36 - 22 Dec 2016 23:44 #65
More than a year and a half ago, I started this project not knowing what to expect. Many changes were made, much support was given, and I worked my ass off to get this mini mod out to the forums. I present to you...



It's finally completed!

[strike]Windows Download[/strike] Version 1.01 can be downloaded at the first post.
[strike]Mac Download[/strike] Version 1.01 can be downloaded at the first post.

Installation is very, very easy. For Windows users, all you have to do is extract the .zip file to wherever you want and start playing. For Mac users, just open the application you find in the .zip. Thanks for downloading!
Tell me if you find any bugs or errors.

Please give feedback! I'd like to know how I did with this.

Call me Chris!

Discord: Nockess#4107
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Last edit: 22 Dec 2016 23:44 by Nockess.
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22 Dec 2016 21:51 - 22 Dec 2016 23:32 #66
Rozi's Mini Mod 1.01 Changes:

  • Turned environment maps off.
  • Music was turned on for default.
  • Lowered the InBounds trigger in "Wooden Bridges" so you don't go out of bounds in the mud pits.
  • Added a best time in the description for "Bridges".
  • Lowered the finish in "Bridges" so it's aligned with the platform.
  • Added an InBounds trigger in "Moving Madness".

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    Last edit: 22 Dec 2016 23:32 by Nockess. Reason: 1.01 Changes

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    • Ralph
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    23 Dec 2016 11:40 #67
    I played the mod while eating a sandwich. And I enjoyed the mod more than my sandwich.

    On a serious note, those levels were absolutely crazy and you have a pretty good use of the Constructor. The gameplay was smooth, the challenges are basic but well used in some of the levels, and you left some evident shortcuts.

    The only drawbacks I'd point out is that some of the levels don't have InBoundTriggers (i.e in Advanced Playground). Not a big deal, but it's a bit disturbing.

    But I found something a bit more annoying, and this is going to be the moving platforms' speeds : they never pause!

    For example, in the Tutorial V, you could make the first platform triggered, because the first and the second platforms arrives at the same place, and immediatly leaves, which makes the marble have a really really short amount of time to ship on the second platform.
    Plus, one of the platforms moves way too fast to avoid the walls (that are a bit too close between 'em). In Moving Madness too, the platforms don't pause!

    But hey, overall, I really loved that mod, and this, for another reason : you're giving me some inspiration for future levels, and that's very well seen from you.

    Excellent job, Rozi, you should be extremely proud of your hard work.

    You forget a thousand things everyday. Make sure Marble Blast isn't one of 'em.
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    • Nockess
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    23 Dec 2016 11:51 #68
    Many thanks for the reviews!

    Yeah, I've been told before that I need to do something about those moving platforms, and I undoubtedly would've changed it before this was released, but I simply don't know how to make triggered moving platforms. I'll learn soon enough though. :)

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    23 Dec 2016 21:40 - 23 Dec 2016 21:40 #69
    Not quite sure why, but NoScript is giving a ton of Javascript Injections if I try the link you posted. Could you upload the mod to some other site?
    Last edit: 23 Dec 2016 21:40 by Regislian.

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    23 Dec 2016 21:44 #70
    How to Moving Platform:

    1. Install HiGuy's PlatformAssist plugin to Constructor.
    2. Select the brush(es) you want to be in the moving platform, and make it a Door_Elevator.
    3. Place path_nodes. (If it's a multi-brush platform, find the center point by selecting all brushes and pressing E.)
    4. Copy (Shift + drag on axis) a brush from the moving platform, and resize it to your liking. This will be the trigger to activate it.
    5. Set that brush as a trigger. (Now go back to step 2 if you want more than 1 triggered platform.)
    6. In-game, set the moving platform's initialTargetPosition to 0. (Can be done in constructor too but slightly more complex)

    Done.

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    24 Dec 2016 00:46 #71

    Regislian wrote: Not quite sure why, but NoScript is giving a ton of Javascript Injections if I try the link you posted. Could you upload the mod to some other site?

    mega.nz/#!LI83wRBa!64rNAMuSSFHvFypRnpdO4IzEXqHLvh9vtojz18J62Ig

    Call me Chris!

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