- Posts: 74
- Thank you received: 12
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If you're planning to make a mod, I suggest either getting more people to help create it (4 people minimum) or just call it a mini mod. I can 99% guarantee you 2 people won't do the job.Hey everyone! Me and LeeZX are planning to make a Marble Blast Mod called Marble Blast Mega!
I believe you're right, except this is because everyone else uses Marble Blast Gold. Easier and I think it's just better in the first place.The base mod is Marble Blast Powered Up, which no-one has done before (I think).
Did you get permission from people like Matan and HiGuy? Creating a level pack with MBP textures (inside MBP) is one thing, but creating a mod, not in MBP using the platinum textures is another thing.The style of this mod is that all the textures are Marble Blast Platinum textures.
Can I suggest making the image a bit smaller?Game Logo:
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function clientcmd12dothepq() {
commandToClient(LocalClientConnection, '34onthedancefloor');
}
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IsraeliRD wrote:
So because I'm in a good mood for once, I'll give good helpful info for the mod.
This is the same advice I gave many other people and mods and they haven't followed through.
Maybe this time people will listen...
(not hopeful)
This pertains to what is shown to the public in terms of screenshots, videos and level design. Additional advice regarding other matters are on the bottom.
Screenshots:
- DO show off the feature you want to show. This is the centre of the screenshot. Crop if necessary.
- Make sure your screenshot's background is proper. Background is the level, the skybox, scenery, GUI etc. Crappy level being shown doesn't help. It is not something anyone want to play.
- DO hype people. If the feature is obvious then you want to explain it and perhaps PART of it's usage. Do NOT reveal all your cards. If the feature isn't very obvious, do NOT go further on it. Let people guess. It's way more fun to see them do.
Videos:
- Do NOT speedrun the level. EVER. This shows how to do the best path for the level and kills its replayability instantly.
- Do NOT show Easter Eggs. More fun if the public finds it themselves. If you DO show them, make sure they are properly hidden. PQ had several of those in the trailer/early spotlights that were revealed later on.
- Do NOT show Time Travels that are not in the way, or are harder to get, or ANY items that may produce shortcuts. We want to figure out how to get them ourselves. Hidden content is GOOD. EXAMPLE: Spotlight #5 does not show off an easy to get Time Travel. You aren't aware of its existence.
- Do NOT use ANY SHORTCUTS, small or big, UNLESS you're comfortable with them not destroying the level. Show the INTENDED route, the FULL route. Shortcuts can skip on important features.
- Go SLOW. Show it off!
- Do NOT showcase all your creative challenges or features, even in levels. You want people to be surprised!
- DO focus on the features. Either have us guess, or show them in ACTION. Do NOT show their full usage. Keep some of them to the full release. PQ Spotlight #2 demo'd the Super Jump and the Ice Shard, with the Ice Shard being the focus feature. We didn't need to show off a full level, so we created a demo level specifically to show the ice shard.
- DO focus on the levels. The levels we see should have a really high standard and are very polished. A boring or bad level will be the centre of criticism and draw away attention from features. BAD LEVELS = BAD FEATURES. GOOD FEATURE + GREAT LEVEL = SUPERB RECEPTION. See PQ Spotlight #3. Everyone wants to play it as soon as they get their hands on the mod.
- DO showcase your current progress. The further you are, the better you are off. Spotlight #5 demo'd not only a feature, but the shapes progression as well and our take on them.
- If it's bad, DO NOT SHOW IT.
- Involve the WHOLE STAFF. Every screenshot and video and every segment and what is shown must be something the whole staff discuss and agree. It will take hours but it is worth it. Make sure everyone is equally happy with the screenshot/video. Repeat recording the same segments over and over again.
PQ Trailer took roughly a week to create, review and get all staff be happy.
Level design:
- The levels MAKE the features. A feature added to a level as an afterthought, without the level even being built for this feature, is a TERRIBLE idea. Do you see a cannon in Let's Roll? no. The level is built WITH the feature(s) in mind, it is built FOR the feature(s). Cannon levels are built WITH cannons in mind the whole time.
- Do NOT purposely add shortcuts. The moment you purposely add them, the moment your level's replayability takes a dive. Let people find the shortcuts themselves.
- Careful with your scenery! In Marble Blast Emerald the scenery ended up creating the shortcuts, and this destroyed the mod's levels.
- DO create levels with shortcuts ONLY if they are intended and DO NOT break the whole level.
Phil never wanted any shortcuts in his levels and always designed them to not have those UNLESS they were INTENDED by him. I was more afraid to show him videos of my levels when I tested because he'd instantly change the level and block out the shortcuts. It was a good satisfying feeling to find any he missed or didn't know about when they were for public because he couldn't do a re-release. Pretty much almost all his levels have shortcuts in them, and most are completely unintended.
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Derpking wrote:
EDIT: HERE'S A LINK TO HIS POST. GO GIVE HIM THANK YOUS TOO .
IsraeliRD wrote:
I like how quoting my post gave dierking 8 thank yous (and counting). Now where is the setting on the admin page to add to my count....
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(Text was sized down due to it's length.)New voicing (Mega Jump, Ready, Set, Go, Megacopter etc) (Thanks to CallumariNZ for voicing)
Renamed Powerups:
Time Travel - Time Trekker
Gyrocopter - Megacopter
Super Jump - Megajump
Super Speed - Megaspeed
Super Bounce - Mega Bounce
Shock Absorber - Megasorber
Gravity Modifier - Gravitator
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Nathan125 wrote:
OK Gosh why you have to be so mean ThreeFolder no affiance
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Nathan125 wrote:
OK Gosh why you have to be so mean ThreeFolder no affiance
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