file PlatinumQuest Feature Spotlight #1: The Cannon

  • IsraeliRD
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17 Jun 2011 23:47 #1
Hey everyone,

The Platinum Team was planning to make another video trailer, but we got so excited about one of PQ's new features that we just had to share it with you. Today, we'll tell you everything about the Cannon.

The cannon can be used to get the marble from one place to another quickly, or get to an otherwise unreachable spot. It comes in several different mechanisms which we'll describe later; it has three preset powers, and the capability for custom ones.
As a level designer, you'll find the cannon packed with many useful features. PQ comes with full documentation on how to configure cannons in your levels.


Pictured: A Medium force cannon
Level: Having a Blast, by Andrew Sears
Seizure22 coded the cannon; MadMarioSkills modeled and textured it.

The cannon comes in 3 presets powers; weak, medium and powerful. You can tell a cannon's power by the color bands around the barrel. The weakest cannon is colored green. Blue yields a more powerful shot, and the red cannon packs the greatest wallop. A white band denotes a custom force value that can be configured by custom level builders, while an orange colored band indicates an 'instant' cannon.

The cannon comes in several types: Aim and Fire, Charge, and Instant.
The Aim and Fire method is as it sounds: you aim the cannon to the desired location and click to launch your marble.
The Charge method lets you launch the marble at varying forces, up to the cannon's preconfigured maximum. To charge the cannon, you enter it and press and hold the mouse. Once you reach the desired power level (indicated with a power level meter), you release the mouse to shoot the marble with that force.
The Instant method launches you immediately, with a preset force and angle. A delay option is used in some cannons to hold the marble for a period of time before launching.

Sometimes, a level maker will not want the player to be able to spin the marble in the air after the cannon fires. We have a control lock option to do this; it stops marble movement for a configurable length of time.


Pictured: Charging the cannon
Level: Having a Blast, by Andrew Sears

As you may have noticed, the cannon contains a reticle. The reticle shows where you aim, but as with real firearms the end shot is always lower than you aimed because of gravity. Keep this in mind when pointing the cannon.
The reticle indicates if the cannon is locked, so you don't waste time trying to aim it.

The cannon contains many options for lever builders. Level builders can specify initial yaw (left-right movement) and pitch (up-down movement) of a cannon. The pitch and yaw ranges within which the player can aim the cannon can also be limited. In addition, each cannon can be configured to use a different launch method. By default, cannons created use the Aim and Fire method, but you can also set it to use Instant or Charge.

By default, the camera will automatically change to the direction of the marble's motion, but we have options to change that too.

PQ contains target models in five colors: warm, cool, red, green and blue. They can be placed to show the player where to aim, give the idea of a challenge, or trick the player into a trap!


Pictured: Aiming a cannon to a target
Level: Fire When Ready, by Pablo Vasquez

When using the cannon, you will notice using powerups has been disabled, as indicated by a lock on the powerup container GUI; usage will be restricted for a certain amount of time (which will show in the user interface). The level builder can specify how long powerup usage is locked.

Sometimes, you may accidentally go into a cannon and have no desire to actually use it. PQ contains an exit feature whereby you can press a key and be placed behind the cannon without it firing.

Some more features:
- The base of the cannon automatically rotates with the cannon, so you will not hit the sides of it.
- The cannon uses particles and sounds to convey the explosive effect.

That's everything about the cannon! Now here's a gallery:


Pictured: Five cannons you may see, only one means victory.
Level: Vice, by Matan Weissman


Pictured: How will you pass this challenge?
Level: Fire When Ready, by Pablo Vasquez


Pictured: Take your aiming skills to the test
Level: Cannon Sniper, by Matan Weissman

var pb_ad_url = ads.proboards.com/ad.pl?as=300x250&ap=BT...15&cb=+Math.random() ; document.write(''); Showcased: Typical use of a Charge cannon
Level: Having a Blast, by Andrew Sears


As you have seen, the cannon is fully featured and can be used for a number of different challenges. Its detailed documentation will help any level builder incorporate it into his levels.


Keep on Blastin'!
The Platinum Team

"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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  • Seizure22
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17 Jun 2011 23:48 #2
first? trolololo

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  • Lambencee(Aaron_Y)
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17 Jun 2011 23:52 #3
Epic!

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17 Jun 2011 23:52 #4
Very nice

~Aayrl

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17 Jun 2011 23:52 #5
Wow, that looks cool. I never knew this kind of thing could be done because of the MB's engine limitations.

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17 Jun 2011 23:54 #6
Most epic thing I've seen! That could be used in many ways! And those PQ levels aren't half-bad either *whistles*...

Keep going!

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17 Jun 2011 23:57 #7
Wow... I did not certainly see this coming! A great job well-done indeed. Can't wait to play(: Who else can't stop watching that 9 second video?

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18 Jun 2011 00:20 #8
This looks great! I love the DTS, but the coding must have taken forever..... I hope PQ releases some more stuff soon.

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18 Jun 2011 00:20 #9
I love it!

Would I be right in saying that the cannon feature was inspired by Super Mario 64?

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18 Jun 2011 00:22 #10
Jun 17, 2011, 5:20pm, josh69 wrote:I love it!

Would I be right in saying that the cannon feature was inspired by Super Mario 64?

Seizure told me: Oh YEAA!

Explode917: oh yes!

"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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18 Jun 2011 00:24 #11
That cannon sniper level looks soooo good. Love those textures, and cannon is gragagaragh.

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  • Ian_Cordle
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18 Jun 2011 00:27 #12
I like it. I wonder how forced these feel when placed in levels. I do think that they are quite applicable, but there are still some questions.

Overall, great idea and it does look spectacular!

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  • Seizure22
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18 Jun 2011 00:56 #13
Overall it's more of a pick-up-and-go level feature and eventually feels near as fast as using your usual powerups.

Also, don't think they're going to be used in only linear situations.

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  • Three
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18 Jun 2011 01:07 #14
THAT IS SO COOL!!!

Follow me on twitter at @threefolder

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  • Ian_Cordle
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18 Jun 2011 01:11 #15
Jun 17, 2011, 5:56pm, seizure22 wrote:Overall it's more of a pick-up-and-go level feature and eventually feels near as fast as using your usual powerups.

Also, don't think they're going to be used in only linear situations.

Yeah, I was worried about that. It seems like it would slow down the game feel, especially with the charging. The best way to find out is to play it.

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18 Jun 2011 01:38 #16
This is the kind of feature that will move the game forward, and this is the mod that will do it!

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18 Jun 2011 01:43 #17
Definitely an awesome feature! Can't wait to try it!

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18 Jun 2011 01:48 #18
Jun 17, 2011, 6:11pm, valentinoian wrote:It seems like it would slow down the game feel, especially with the charging. The best way to find out is to play it.

Level builders will only require the cannon to be charged when it's very important to have varying force levels. In all of the levels pictured in this update's screenshots, the cannons really pick up the pace! Cannons don't just get thrown in willy-nilly; we design challenges around them.

When PQ comes out, I predict you're going to be playing a Hunt level and get really thankful when a cannon allows you to get an awesome spawn. Remember this then.

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18 Jun 2011 01:49 #19
hi

Will there be transparent cannons?

bye

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18 Jun 2011 02:29 #20
This update was much more awesome than what I've expected! Now excuse me while I go change my pants.

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18 Jun 2011 02:58 #21
Jun 17, 2011, 6:49pm, sonicthe1990 wrote:Will there be transparent cannons?

Our cannon model is just as pictured in the update. Can you tell me why a transparent one would be worth the time of making it?

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18 Jun 2011 09:46 #22
The texture on the base isn't too good, but the rest is... wow. Including the levels. Can't wait to play them! I think that, when PQ is released, I'll spend my whole free time playing it.

Edit: Also, that grass texture is epic!

Edit 2: Can't you make a video trailer too?

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  • RDs.The-dts-guy
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18 Jun 2011 09:55 #23
Update looks awsome. Btw is MMS in PQ staff too?

Some guy that does DTS shapes and levels.

AWESOME time HINT : When making PQ level place your custom interiors and textures in platinum/data/interiors_pq/custom
makes life easier for you and everyone else :)

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18 Jun 2011 09:58 #24
Epic feature! Great job!

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18 Jun 2011 10:49 #25
Jun 17, 2011, 5:27pm, valentinoian wrote:I like it. I wonder how forced these feel when placed in levels.

Oh don't you worry, we have themed levels where it'd look weird not to include a cannon

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18 Jun 2011 12:25 #26
Epic. 'Nuff said.

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18 Jun 2011 12:45 #27
Too much epic! I can't handle it all! The cannon, graphics, textures sounds, it is all too cool!

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18 Jun 2011 13:52 #28
This is AWESOME! YES YES!

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18 Jun 2011 13:52 #29
OMG, the most epic thing at MB.

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18 Jun 2011 15:32 #30
Its hard to believe this is even possible.

But, when it comes to Seizure22, anything can happen!

Keep up the good work, I'm looking forward to this, Btw, Andrew, Pablo, and Matan, the levels look great!

Nice setup too, Matan, very organized post.

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