file PQ Feature Spotlight #4: Physics Mod Trigger

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20 Jun 2012 08:26 #1 by IsraeliRD
Hey there,

Back in the early days of PlatinumQuest (2.5 years ago) we came up with a feature simply titled the ‘Physics Mod Trigger’, or PhysMod for short. When the marble enters this trigger, one or more physics values are modified, such as marble speed or the gravity settings.

A picture is worth a thousand words, so let's check out a couple levels!


Pictured: Take advantage of the marble's heightened jumping ability.
Level: Orthogonality, by Pablo


Pictured: Put your physics knowledge to the test!
Level: Messing with Physics, by Andrew

var pb_ad_url = ads.proboards.com/ad.pl?as=300x250&ap=BTF&f=1797722&s=0&fc=9&d=marbleblast.proboards.com&g=M&a=15&cb=+Math.random() ; document.write('');
Showcased: The tutorial level for the PhysMod, Fundamentals of Physics, by Pablo.

The PlatinumQuest Feature Spotlight will conclude with #5 in a few months. Stay tuned for it because it is one of our biggest gameplay features - we are very excited for you to see it! Like the PhysMod, it was one of the very first features in PlatinumQuest, and we consider it game-defining.

Stay relative,
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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20 Jun 2012 08:38 #2 by Pablo
Looks so awesome!!! I can't wait for pq

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20 Jun 2012 08:50 #3 by Joey
I am honored to be the first to comment. I need to learn to get to my point faster and not leave the screen open for 20 minutes.

This is definitely an interesting thing as it opens up hundreds of level ideas! There are so many ways this feature could be used - for both aiding in the marble's progress as well as hindering it in ways. I can definitely see potential in this. It's amazing how such a fairly simple feature can be so effective! Great work Platinum Team.

I love you, but your attitude is like that of a shrew. Your options? Take a pill or be my kill. Might I suggest that you wear a vest. Perish in class or be banished to the land of bluegrass, where dreams don't exist as you'll be eternally pissed.

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20 Jun 2012 13:38 #4 by awengrocks
Replied by awengrocks on topic PQ Feature Spotlight #4: Physics Mod Trigger
This is astounding! I did not think any of this was actually possible. Great job you guys!

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20 Jun 2012 14:40 #5 by Addict
This looks amazing, I like the new help trigger GUI and the particles for the white flames. The dts for the checkpoint and start pad are smooth. It looks like you guys kept the platinum and ultimate times, which is interesting. Anywho, can't wait for no. 5

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20 Jun 2012 14:48 #6 by ChaosUnown
Replied by ChaosUnown on topic PQ Feature Spotlight #4: Physics Mod Trigger
I'm really liking some of the graphics. The spawn and finish pads are very decorative.

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20 Jun 2012 16:02 #7 by Jeff
AHHH!! NOOO ITS MBEMERALD'S SCRIPT TRIGGER...

Nice job guys! Love everything that was presented! and don't mind my scratched out comment

I am a programmer. Most here know me for being one of the major contributors to Marble Blast Platinum and PlatinumQuest.

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20 Jun 2012 19:42 #8 by HiGuy
Same idea as (insert every new mod here), but better execution IMO. It's not the feature that counts, but the way said feature is used. Awesome work! Also, are the white particles added automatically or manually?

PQ in a nutshell
function clientcmd12dothepq() {
    commandToClient(LocalClientConnection, '34onthedancefloor');
}

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20 Jun 2012 20:16 #9 by Ari
Wow! This will be an amazing feature for PQ! I love what you did there! I know this game will be awesome.

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20 Jun 2012 21:00 #10 by Hagaroo
Replied by Hagaroo on topic PQ Feature Spotlight #4: Physics Mod Trigger
Superb work, guys. I missed a lot but it's definitely coming together very well.

Btw, I like the look of the help triggers!

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20 Jun 2012 21:00 #11 by Trace
It will be mine. ALL MINE.

YOU'RE GOING TO LOVE ME.

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20 Jun 2012 22:20 #12 by Jeff
Jun 20, 2012, 12:42pm, higuy wrote:Same idea as (insert every new mod here), but better execution IMO. It's not the feature that counts, but the way said feature is used. Awesome work! Also, are the white particles added automatically or manually?

To me it looks like manual adding of a trigger or other object to hook onto, then the game adds them in...since we both know higuy that we can't save particleemitternodes to the mission file.

I am a programmer. Most here know me for being one of the major contributors to Marble Blast Platinum and PlatinumQuest.

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22 Jun 2012 07:32 #13 by Gary
It looks great!I can't wait for play PQ

HappyRoll Mod Leader
C++ Beginner

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22 Jun 2012 12:53 #14 by UN1C0DE
Replied by UN1C0DE on topic PQ Feature Spotlight #4: Physics Mod Trigger
Wow, new feature? That's...umm...amazing! I can't wait for PQ~~

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MarbleBlast::HappyRoll YEAH!!!!!!!!

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22 Jun 2012 16:54 #15 by Marblemaster1
Replied by Marblemaster1 on topic PQ Feature Spotlight #4: Physics Mod Trigger
Jun 20, 2012, 6:38am, awengrocks wrote:This is astounding! I did not think any of this was actually possible. Great job you guys!

It's actually very easily possible. It works like this:

Code:datablock TriggerData(DifferentPhysicsTrigger)
{
tickPeriodMS = 100;
}

function DifferentPhysicsTrigger::onEnterTrigger(%this, %trigger, %obj)
{
defaultmarble.gravity = <insert number here>;
}
function DifferentPhysicsTrigger::onLeaveTrigger(%this, %trigger, %obj)
{
defaultmarble.gravity = 20;
}


For super jumps, replace gravity with jumpimpulse. Default is 7.5.
For super speed, I believe you replace gravity with maxRollVelocity. Default is 15. You may also want to add in angularAcceleration, with a default of 120.

And there you have it. I just figured out exactly how part of PQ works.

while (!PQ.getIsReleased())
{
      System.out.println("PQ WHERe");
}
You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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22 Jun 2012 17:09 #16 by awengrocks
Replied by awengrocks on topic PQ Feature Spotlight #4: Physics Mod Trigger
Haha, is that so? My knowledge in coding is pretty shallow so uh, yeah .

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22 Jun 2012 18:15 #17 by Addict
But, you didn't make a particle for it.

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22 Jun 2012 18:47 #18 by Don.Gato
Replied by Don.Gato on topic PQ Feature Spotlight #4: Physics Mod Trigger
This looks great. Nothing new TBH, but still it has never been implemented into a mod to the best of my knowledge. Especially not so well.

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22 Jun 2012 22:35 #19 by Jeff
Jun 22, 2012, 9:54am, marblemaster1 wrote:
Jun 20, 2012, 6:38am, awengrocks wrote:This is astounding! I did not think any of this was actually possible. Great job you guys!

It's actually very easily possible. It works like this:

Code:datablock TriggerData(DifferentPhysicsTrigger)
{
tickPeriodMS = 100;
}

function DifferentPhysicsTrigger::onEnterTrigger(%this, %trigger, %obj)
{
defaultmarble.gravity = <insert number here>;
}
function DifferentPhysicsTrigger::onLeaveTrigger(%this, %trigger, %obj)
{
defaultmarble.gravity = 20;
}


For super jumps, replace gravity with jumpimpulse. Default is 7.5.
For super speed, I believe you replace gravity with maxRollVelocity. Default is 15. You may also want to add in angularAcceleration, with a default of 120.

And there you have it. I just figured out exactly how part of PQ works.

%obj.getDatablock().property = val;

safer so it works for all marble datablocks^

I am a programmer. Most here know me for being one of the major contributors to Marble Blast Platinum and PlatinumQuest.

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23 Jun 2012 00:10 #20 by Marblemaster1
Replied by Marblemaster1 on topic PQ Feature Spotlight #4: Physics Mod Trigger
Jun 22, 2012, 11:15am, mbgaddict wrote:But, you didn't make a particle for it.

I know how to do that; I'm just too lazy to.

while (!PQ.getIsReleased())
{
      System.out.println("PQ WHERe");
}
You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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23 Jun 2012 02:11 #21 by Addict
You should submit this for MBDK.

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23 Jun 2012 05:19 #22 by Don.Gato
Replied by Don.Gato on topic PQ Feature Spotlight #4: Physics Mod Trigger
Jun 22, 2012, 7:11pm, mbgaddict wrote:You should submit this for MBDK.


There's already 2 threads there that show how...

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05 Jul 2012 01:55 #23 by Marblemaster1
Replied by Marblemaster1 on topic PQ Feature Spotlight #4: Physics Mod Trigger
Jun 22, 2012, 10:19pm, helpme wrote:
Jun 22, 2012, 7:11pm, mbgaddict wrote:You should submit this for MBDK.


There's already 2 threads there that show how...

Exactly. It's so easy to do I intentionally didn't add it.

while (!PQ.getIsReleased())
{
      System.out.println("PQ WHERe");
}
You know what's boring? Opaque marble skins. You know what's not? Glass Marbles!

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12 Aug 2012 09:22 #24 by davidskanal
Replied by davidskanal on topic PQ Feature Spotlight #4: Physics Mod Trigger
You guys are awesome! Can't wait for new features/release!

DavidsKanal

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15 Aug 2012 11:20 #25 by Ralph
The PQ song, in the vid, didn't it sounds like a Seaside Revisited Remix to your ears?

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15 Aug 2012 17:50 #26 by Andrew
Aug 15, 2012, 4:20am, ralphiboy27 wrote:The PQ song, in the vid, didn't it sounds like a Seaside Revisited Remix to your ears?

Not really, no.

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16 Aug 2012 17:06 #27 by MarbleDuck
Replied by MarbleDuck on topic PQ Feature Spotlight #4: Physics Mod Trigger
We have release nao?

youtube.com/marbleduck

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