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function clientcmd12dothepq() {
commandToClient(LocalClientConnection, '34onthedancefloor');
}
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come discord brah: eblu#8048IsraeliRD wrote:
The...
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This was actually intentional on my part. When I was working on the ball physics, I went out of my way to not play any MB game at all until that part of the game was pretty much complete, because I think it's important that Geoid have its own identity and play style and not just be a direct MB clone. I'd like to think I captured the fun of MB, but you'll have to judge for yourselfHiGuy wrote:
Although this is clearly Marble Blast-inspired, it seems at least from the physics that it has a considerably different play style. I'm kind of curious to see how the levels play, in terms of the momentum/shortcuts that are fundamental to MB.
The color palettes shift as you get into more difficult levels. The easy levels are bright and cheery, the medium levels have a bit more muted tones, and the hard levels are darker and more saturated.eboyblue3 wrote:
this looks rad, but i do have to argue there's a ton of black in the color palette
is this open world?
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Ralph wrote:
Is it possible to include a Platinum marble in this game? That'd be so cool!
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function clientcmd12dothepq() {
commandToClient(LocalClientConnection, '34onthedancefloor');
}
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come discord brah: eblu#8048IsraeliRD wrote:
The...
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Done (link is under the Windows download), although it needs a ton of testing. It seems to work well on the two Macs I have access to.Derpking wrote:
Consider releasing a Mac build
Or does it?Derpking wrote:
You didn't disable the Oculus and SteamVR plugins even though your game doesn't use VR.
Easy enough. Sure thing.Derpking wrote:
Please add an option in the settings to change the field of view, and allow it to go up to at least 120 degrees.
I don't disagree with you that the fall time can be slightly on the long side, but I'm not sure that adding the complexity of another keybind is the right solution. I'm also concerned that giving the player the ability to do that would make balancing challenge/nightmare mode times much harder. I think a better solution might be to move the death trigger volumes up a bit so the fall times are shorter.Derpking wrote:
Consider adding a key binding which instantly respawns you at the latest checkpoint. Waiting to go out-of-bounds when I fall sometimes can be a bit annoying.
I looked up the metrics for the levels you played, and you were getting around 30fps. If you already have your graphics settings on low, try lowering the "Resolution Scale" setting on the Video tab of the settings screen to improve your framerate. I've noticed some very subtle, hard to track down physics bugs that only happen at framerates of 40 or less. In addition to that, I've noticed that subjectively, the ball feels slower at 30fps versus 60fps (even though I've measured speeds and there's no difference).Frostfire wrote:
The ball moves a little slow for my taste
What do you mean by bouncing? That particular challenge level is intended to be the hardest one. In that level, if you don't nail each jump flawlessly, the ball hits the front of the next conveyor piece and bounces off of it. Is this what you mean? Or something else?eboyblue3 wrote:
conveyor challenge 4 is way too hard since the ball keeps bouncing
In my opinion, motion blur on the ball (when it's moving fast) is a really nice way to give the player an intuitive sense of speed. I appreciate that it's not for everybody, so there is a setting in the advanced graphics settings to disable it if you'd like.Trace wrote:
why does the marble/cube thing have motion blur
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Frostfire wrote:
Do all levels have 6 hexagons? And if so, how can I tell which ones have already been completed?
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Judd wrote:
Frostfire wrote:
Do all levels have 6 hexagons? And if so, how can I tell which ones have already been completed?
Sorry for the delayed reply, I've been working on the next build based on the awesome feedback I've been getting
Not all levels have 6 hexagons. I'd like to add a menu somewhere that lists which triangles and hexagons you've collected for a particular save slot, but I don't know if I'll have time to do that before release.
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Trace wrote:
Just as a heads up, you can skip a bunch of the doors in the final area just by jumping around them and being respawned behind them. I got to the area that has the Moon level with 33 triangles.
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