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whirligig
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12 Jun 2013 20:13 - 28 Jun 2020 22:15 #1
by whirligig
Last edit: 28 Jun 2020 22:15 by whirligig. Reason: new build
The following user(s) said Thank You: Jeff, StewMan46, Weather, Misty_Ableman_Skinner
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Jeff
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13 Jun 2013 02:10 #2
by Jeff
Neat mod, will have to playtest it.
Thx for the credits in the readme
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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13 Jun 2013 02:25 #3
by Trace
Superbounce makes my camera mad shaky.
Superbounce sort of still lasts through level transitions.
Anti-recoil forces my FoV lower or something like that.
Doubler is way more than double, at least for the SJ. Seemed like 3x as much.
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whirligig
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13 Jun 2013 04:17 #4
by whirligig
Jun 12, 2013, 7:25pm, conor wrote:Superbounce makes my camera mad shaky.
That's intentional. I'll reduce the effect.
Jun 12, 2013, 7:25pm, conor wrote:Superbounce sort of still lasts through level transitions.
I can tell why this happens. I'll fix it.
Jun 12, 2013, 7:25pm, conor wrote:Anti-recoil forces my FoV lower or something like that.
Again, intentional, but I'll lessen it.
Jun 12, 2013, 7:25pm, conor wrote:Doubler is way more than double, at least for the SJ. Seemed like 3x as much.
It doubles the impulse. Somehow, contrary to what I would think, this manages to cause a much larger jump height. I've built some level design off of it by now, so I won't change it.
EDIT:
Super Jump height is quadrupled with the Doubler. This goes against my physics intuition, which tells me it should be multiplied by sqrt(2) if impulse is doubled (which it is). I have no idea why this happens.
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13 Jun 2013 08:32 #5
by Trace
I would say remove the changes from the Superbounce and anti-recoil. They don't really fit and don't serve a purpose.
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Aayrl
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27 Jun 2013 22:41 #6
by Aayrl
I would love to see some code that provide the camera shake/squeeze effects described by the Super Bound and Anti-Recoil power ups. Someone may find a use for them down the road - because visuals are always fun.
~Aayrl
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18 Jul 2013 06:04 #7
by whirligig
If you haven't seen it yet, there's a new release! Check the first post.
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18 Jul 2013 22:43 #8
by Endy
I downloaded it, Playmission.gui broke
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18 Jul 2013 23:36 #9
by Jeff
What do you mean broke? It is working fine for me.
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19 Jul 2013 04:57 #10
by Endy
Jul 18, 2013, 4:36pm, jeff wrote:What do you mean broke? It is working fine for me.
Like, it didn't work. The buttons didn't function, except the home button.
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19 Jul 2013 05:44 #11
by whirligig
Odd ... check to be sure you have playMissionGuiScripts.gui.dso. Also, check to be sure the playMissionGuiScripts line is present in marble/client/init.cs.
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19 Jul 2013 11:56 #12
by Alexis
Looks like an extension of MBG, i love the idea
I like the idea of camera's movements when using power-ups, but the effect is too strong.
All the stuff in the sandbox are epic. I especially liked Propellors and marble's material power-ups.
I'm looking forward to more stuff
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21 Jul 2013 21:29 #14
by Endy
Ok, nvm, its working great!
I can't beat tic tac toe! ):
Musical pads are like impossible
I Love the Double jump/bounce/wall jump.
I kinda like the propellers!
Marble Materials are amazing!
Whirli, this is amazing. I hope you make more MBG mods in the future !
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22 Jul 2013 07:45 #15
by whirligig
I already have the next five Sandbox levels planned. They'll be delayed a bit (HD just crashed), but to give some vague hints:
Standardized testing!
Atmosphere!
Crazy vector math!
Thrilling chases!
A more realistic version of a powerup!
And last but certainly not least, look for a new version of the Super Speed with all of the kinks worked out (the new version has no noticeable difference from the original engine code).
EDIT: By the way, TTT has a few strategies that win a large portion of the time (going by phone numbering, try moving in 8, 4, 7). As for the music code ... did you try
Close Encounters?
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22 Jul 2013 08:50 #16
by Ralph
What an epic stuff it promises! I'm looking forward.
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24 Jul 2013 20:50 #17
by whirligig
NOTE: Due to an executive decision, the thrilling chase promised will unfortunately be delayed until the *second* upcoming release of MBPU. The feature I have planned in the meantime is even more amazing in my opinion. At present, I'll only say that it relates to spiders.
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29 Jul 2013 04:13 #18
by whirligig
New version should be up in a bit! Check the first post.
EDIT: Oh, and take the MBCT! Post scores (seen in the upper left of the screen) in this topic when you're done. My best is 1507—what's yours?
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29 Jul 2013 07:54 #19
by Trace
Jul 28, 2013, 9:13pm, whirligig wrote:New version should be up in a bit! Check the first post.
EDIT: Oh, and take the MBCT! Post scores (seen in the upper left of the screen) in this topic when you're done. My best is 1507—what's yours?
Ohh I just have end time.. do I have to restart the level then?
EDIT: 1569 on second try, messed up on final part. God I hate tightropes.
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29 Jul 2013 11:54 #20
by Alexis
MBCT makes MB lag. Anyway i got 1677, very nice stuff
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02 Aug 2013 10:24 #21
by IsraeliRD
1684, 2:45.20
I absolutely am frustrated at the effects of the powerups, and nearly blew up HiGuy's ears when I used the Super Speed on the spider level. I was actually shot to the left without any way to control the marble. It doesn't shoot you forwards at all, but left, all the god damn time. I wasn't even pressing any key except 'W' (forwards).
Please make an option to disable the effects, they're far more frustrating than fun and they're annoying the heck out of me in the MBCT.
Edit: Special Jumps level doesn't work at all. Whenever I hit a wall however it suddenly takes the power of the mid-air jumps I've been trying to do and blasts me off the level.
Edit 2: got a bit more used to the annoying effects,
1,700
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"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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06 Aug 2013 04:45 #22
by whirligig
1) I'll add an option to disable the powerup effects in 0.4.
2) What route *exactly* were you taking to get the Super Speed to glitch up that way? I've *very* rarely had that glitch happen, but then again, the same thing happens in typical MBG. (I've also never gotten it to occur on that level.) Regardless, I'll add some code that should keep the SS from being too nasty.
3) As far as Special Jumps, that's a known glitch. It usually works if it's the first level that you play (at least for me). I've never heard of the blast off the level part, though. I suspect it's getting detected as a wall jump. (If you hear a goofy boing noise when you hit the wall, that's what's happening.)
I'm planning on integrating the MBCT and Special Jumps code into the other scripts (rather than keeping it a .mis mod), so there's less crashing / brokenness.
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06 Aug 2013 04:50 #23
by Jeff
I actually like the effects. So I'm happy your keeping it as an option and not removing them.
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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06 Aug 2013 05:55 #24
by whirligig
Okay, so far there's a Disable PowerUp Effects option (fully functional). I also modified the Super Speed code—it should now be mathematically impossible to get shot off to the side (the worst that could happen would be being shot straight up). You'll see these changes in 0.4!
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07 Aug 2013 06:36 #25
by Jeff
I love the spherical gravity!!
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07 Aug 2013 19:42 #26
by whirligig
Was working on integrating the MBCT code ... meanwhile, I got a 1539. Only missed the last gem.
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20 Aug 2013 21:36 #29
by Jeff
This mod deserves much more attention and recognition than it is getting. Its made by 1 person and a couple of contributers. The coding is amazing, and the levels are fun to play. Why isn't everybody downloading this is beyond me. Whirligig, keep up the fantastic work, it is sooo awesome!
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20 Aug 2013 23:01 #30
by Don.Gato
Finally downloaded it aaaand...
Having the same issue mvossman had. Only button that functions in the level select menu is Home.
The MBPU app does have a PlayMissionGuiScripts.gui.dso, and there is a line for it in the init.cs
Not sure how to go about fixing it. Mac OS X 10.6.8.
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