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