Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on May 21, 2011 15:52:57 GMT
Technostar has two new levels this week available for download on the original post.
The first is called Final Speedrun. It is supposed to teach the importance of pathfinding.
The second is called Gem Hunter. It is a level inspired by PQ's Hunt levels. Technostar has also offered a challenge: Beat the level without jumping.
Look for more levels in two weeks. Technostar is out of town next weekend.
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Post by Xuan on May 21, 2011 16:00:19 GMT
looking forward to it!
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randslider123
Professional Marbler
C&C Fan[ss:Flamethrower]
They have guns too?
Posts: 371
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Post by randslider123 on May 21, 2011 21:56:45 GMT
Final Speedrun was a bit better. Gem Hunter had too many gems on it, and some of them were mis-aligned, but that didn't affect gameplay. On Final Speedrun, I got 4.50, and on Gem Hunter, I got 47.01, which can both be improved, probably by quite a lot on Gem Hunter.
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Jun 19, 2011 17:33:16 GMT
Technostar has created a new level for MBG. It is called Skill Castle. Download it in the first post.
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Post by Xuan on Jun 20, 2011 9:39:18 GMT
nice
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Post by Perishingflames on Jul 1, 2011 22:53:20 GMT
Good simple level. It was a little tricky at first but I liked the emphasis on figuring out your own path to get the gems (found a couple different ways to get the second gem).
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Post by Perishingflames on Jul 4, 2011 17:03:31 GMT
A few runs of Technostar's newest level, Skill Castle. Just meant to spark a little competition. Enjoy.
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Post by Tech Warrior on Jul 4, 2011 17:10:58 GMT
That last run was epic . EDIT: 700th post!
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Post by Xuan on Jul 4, 2011 17:33:57 GMT
good runs, last one was epic!
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Post by [DWARF] RDs.empire on Jul 4, 2011 18:27:28 GMT
That was fast. Nice run PF.
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Post by Andrew on Jul 4, 2011 18:29:46 GMT
Awesome runs!
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Post by Pablo on Jul 4, 2011 22:11:46 GMT
Great job! I wonder if Technostar intended that little piece of trim to be used for a shortcut.
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Post by Ian Cordle on Jul 4, 2011 23:54:21 GMT
As they say "Epic. Win."
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William
Advanced Marbler
Yep, that's me.[ss:Default Skin]
Time flies like an arrow. Fruit flies like a banana.
Posts: 274
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Post by William on Jul 5, 2011 0:43:45 GMT
Nice stuff.
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Aug 3, 2011 18:09:43 GMT
Technostar is working on a new level called Olympus. He needs testers for it.
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Post by Alexis on Aug 3, 2011 18:46:03 GMT
I'm open for testing this.
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Sept 3, 2011 20:58:16 GMT
Technostar is currently making 5 new levels! Here they are:
Olympus: A mountain with challenges from Greek gods. It is fairly long. All that is left to do on it is to upload it!
Racetrack 1: A racetrack. It basically is a racetrack that you have to go around 4 times. It uses one of whirlgig's codes (the laps code), so it will require special installation and will only work in MBG. Progress: Map completed
The Green Brick Tower: A large tower level that uses some of Technostar's custom textures! It doesn't have many new challenges since it is made to be an easy/fun level. Progress: Map completed
Out and Back: A quick level inspired by one of Pokko's levels. It basically has a few obstacles that prevent you from going at full speed. It is also pretty straightforward.
Orange Fold: A long level inspired by Technostar's color fold pack. It has a lot more challenges (original ones), but it maintains the same theme. Progress: Map completed
These should release soon!
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Post by Xuan on Sept 3, 2011 21:10:20 GMT
looking forward to it!
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Post by Perishingflames on Sept 3, 2011 22:46:57 GMT
Before you release Racetrack, consider using this custom function I made for CLA+Monthly Packs. Basically it applies whatever custom marble attribute you specify to all possible datablock names between MBG, MBP, and MBP 1.20 to make sure the custom attribute is applied (it's not really practical/possible to just get the current datablock in use to selectively apply the attribute).
function setMarbleAttributes(%attribute, %value) { eval("MarbleOne." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwo." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThree." @ %attribute @ "=" @ %value @ ";"); eval("MarbleFour." @ %attribute @ "=" @ %value @ ";"); eval("MarbleFive." @ %attribute @ "=" @ %value @ ";"); eval("MarbleSix." @ %attribute @ "=" @ %value @ ";"); eval("MarbleSeven." @ %attribute @ "=" @ %value @ ";"); eval("MarbleEight." @ %attribute @ "=" @ %value @ ";"); eval("MarbleNine." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTen." @ %attribute @ "=" @ %value @ ";"); eval("MarbleEleven." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwelve." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirteen." @ %attribute @ "=" @ %value @ ";"); eval("MarbleFourteen." @ %attribute @ "=" @ %value @ ";"); eval("MarbleFifteen." @ %attribute @ "=" @ %value @ ";"); eval("MarbleSixteen." @ %attribute @ "=" @ %value @ ";"); eval("MarbleSeventeen." @ %attribute @ "=" @ %value @ ";"); eval("MarbleEighteen." @ %attribute @ "=" @ %value @ ";"); eval("MarbleNineteen." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwenty." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentyOne." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentyTwo." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentyThree." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentyFour." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentyFive." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentySix." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentySeven." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentyEight." @ %attribute @ "=" @ %value @ ";"); eval("MarbleTwentyNine." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirty." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtyOne." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtyTwo." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtyThree." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtyFour." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtyFive." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtySix." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtySeven." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtyEight." @ %attribute @ "=" @ %value @ ";"); eval("MarbleThirtyNine." @ %attribute @ "=" @ %value @ ";"); eval("MarbleForty." @ %attribute @ "=" @ %value @ ";"); eval("defaultMarble." @ %attribute @ "=" @ %value @ ";"); eval("ThreeDMarble." @ %attribute @ "=" @ %value @ ";"); eval("MidPMarble." @ %attribute @ "=" @ %value @ ";"); eval("ggMarble." @ %attribute @ "=" @ %value @ ";"); eval("sm1Marble." @ %attribute @ "=" @ %value @ ";"); eval("sm2Marble." @ %attribute @ "=" @ %value @ ";"); eval("sm3Marble." @ %attribute @ "=" @ %value @ ";"); eval("bm1Marble." @ %attribute @ "=" @ %value @ ";"); eval("bm2Marble." @ %attribute @ "=" @ %value @ ";"); eval("bm3Marble." @ %attribute @ "=" @ %value @ ";"); eval("CustomMarble." @ %attribute @ "=" @ %value @ ";"); }
Then you can run the function wherever you want (at the beginning of the .mis, within another function, etc. So if you have an instance of "defaultmarble.gravity = 0;" you would call the function using:
setMarbleAttributes("gravity", 0);
You can change the bold to whatever you want. You could also do, for example:
setMarbleAttributes("jumpImpulse", 75);
Hope that helps. The marble attributes will be reset to the defaults automatically by the game when starting another level.
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Sept 4, 2011 14:45:09 GMT
Actually, this is the original code that Technostar found: $seekingNumber = 1; $currentLap = 0;
function onMissionReset() { $seekingNumber = 1; $currentLap = 0;
setGravityDir("1 0 0 0 -1 0 0 0 -1",true); endFireWorks(); // Reset the players and inform them we're starting for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) { %cl = ClientGroup.getObject( %clientIndex ); commandToClient(%cl, 'GameStart'); %cl.resetStats(); }
// Start the game duration timer if ($Game::Duration) $Game::CycleSchedule = schedule($Game::Duration * 1000, 0, "onGameDurationEnd" ); $Game::Running = true;
ServerGroup.onMissionReset();
// Set the initial state setGameState("Start"); }
function HelpTrigger::onEnterTrigger(%this,%trigger,%obj) { // If this is not race-related... if (!%trigger.number) { addHelpLine(%trigger.text, true); return 0; } // Okay, it is then. if ($seekingNumber != %trigger.number) return 0; // They need to be visited in order if ($seekingNumber == 1) { $currentLap++; if ($currentLap > MissionInfo.laps) { ClientGroup.getObject(0).player.setMode(Victory); messageClient(%this, 'MsgRaceOver', '\c0Congratulations! You\'ve finished!'); PlayGUI.stopTimer(); serverplay2d(WonRaceSfx); startFireWorks(ClientGroup.getObject(0).player); $Game::StateSchedule = schedule( 2000, 0, "endGame"); return 0; } addHelpLine("Lap" SPC $currentLap @ "/" @ MissionInfo.laps,true); } if (%trigger.last) { $seekingNumber = 1; return 0; } $seekingNumber += 1; }
He says he will keep that code in mind when working on levels that would need that.
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Post by Perishingflames on Sept 4, 2011 15:55:21 GMT
Have you tried that in MBP? It looks like it would work.
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Sept 18, 2011 1:24:49 GMT
Technostar is now accepting UT and PT testers for The Green Brick Tower, Out and Back, and Orange Fold. Racetrack 1 is still being made. PM me for applications.
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Sept 21, 2011 0:39:58 GMT
Technostar has finally released Olympus! Also, 5 new levels are in progress, and three are expected to release soon!
Note: Jackrb is testing The Green Brick Tower, Out and Back, and Orange Fold.
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Oct 1, 2011 0:27:11 GMT
Technostar has released Orange Fold, Out and Back, and The Green Brick Tower. He also has a surprise release of some of his early (non-constructor) levels!
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Post by Perishingflames on Oct 1, 2011 1:00:05 GMT
Looking forward to playing these when I get some time.. don't take the silence here to mean we don't like Technostar's awesome levels
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Post by Don.Gato on Oct 1, 2011 1:49:13 GMT
The laps code should work in MBP, and does NOT require "special installation"
The code is made to simply be added at beginning of the .mis, just like this
//--- OBJECT WRITE BEGIN ---
$seekingNumber = 1; $currentLap = 0;
function onMissionReset() { $seekingNumber = 1; $currentLap = 0;
setGravityDir("1 0 0 0 -1 0 0 0 -1",true); endFireWorks();
// Reset the players and inform them we're starting for( %clientIndex = 0; %clientIndex < ClientGroup.getCount(); %clientIndex++ ) { %cl = ClientGroup.getObject( %clientIndex ); commandToClient(%cl, 'GameStart'); %cl.resetStats(); }
// Start the game duration timer if ($Game::Duration) $Game::CycleSchedule = schedule($Game::Duration * 1000, 0, "onGameDurationEnd" ); $Game::Running = true;
ServerGroup.onMissionReset();
// Set the initial state setGameState("Start"); }
function HelpTrigger::onEnterTrigger(%this,%trigger,%obj) { // If this is not race-related... if (!%trigger.number) { addHelpLine(%trigger.text, true); return 0; } // Okay, it is then. if ($seekingNumber != %trigger.number) return 0; // They need to be visited in order if ($seekingNumber == 1) { $currentLap++; if ($currentLap > MissionInfo.laps) { ClientGroup.getObject(0).player.setMode(Victory); messageClient(%this, 'MsgRaceOver', '\c0Congratulations! You\'ve finished!'); PlayGUI.stopTimer(); serverplay2d(WonRaceSfx); startFireWorks(ClientGroup.getObject(0).player); $Game::StateSchedule = schedule( 2000, 0, "endGame"); return 0; } addHelpLine("Lap" SPC $currentLap @ "/" @ MissionInfo.laps,true); } if (%trigger.last) { $seekingNumber = 1; return 0; } $seekingNumber += 1; }
new SimGroup(MissionGroup) {
new ScriptObject(MissionInfo) { name = "Mission template"; // The level's name desc = "Open this template in a text editor, and read the // lines near the top"; // The description below the screenshot goldTime = "0"; // The gold/platinum time in milliseconds (1000ms = 1second) level = "1"; // The nth level in the custom level screen ultimateTime = "0"; // The ultimate time in milliseconds startHelpText = "Modify me!"; // The text displayed when you initially spawn type = "custom"; // Leave this artist = "Your name"; // Will appear in the 'Artist' section }; new MissionArea(MissionArea) { area = "-360 -648 720 1296"; flightCeiling = "300"; flightCeilingRange = "20"; locked = "true"; }; new Sky(Sky) { position = "336 136 0"; rotation = "1 0 0 0"; scale = "1 1 1"; cloudHeightPer[0] = "0"; cloudHeightPer[1] = "0"; cloudHeightPer[2] = "0"; cloudSpeed1 = "0.0001"; cloudSpeed2 = "0.0002"; cloudSpeed3 = "0.0003"; visibleDistance = "500"; useSkyTextures = "1"; renderBottomTexture = "1"; SkySolidColor = "0.600000 0.600000 0.600000 1.000000"; fogDistance = "300"; fogColor = "0.600000 0.600000 0.600000 1.000000"; fogVolume1 = "-1 7.45949e-031 1.3684e-038"; fogVolume2 = "-1 1.07208e-014 8.756e-014"; fogVolume3 = "-1 5.1012e-010 2.05098e-008"; materialList = "~/data/skies/Intermediate/Intermediate_Sky.dml"; windVelocity = "1 0 0"; windEffectPrecipitation = "0"; noRenderBans = "1"; fogVolumeColor1 = "128.000000 128.000000 128.000000 0.000000"; fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000004"; fogVolumeColor3 = "128.000000 128.000000 128.000000 14435505.000000"; }; new Sun() { direction = "0.638261 0.459006 -0.61801"; color = "1.400000 1.200000 0.400000 1.000000"; ambient = "0.300000 0.300000 0.400000 1.000000"; }; new AudioProfile(MusicProfile) { fileName = "~/data/sound/music/Metropolis.ogg"; description = "AudioMusic"; preload = "0"; }; }; //--- OBJECT WRITE END ---
...
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Oct 1, 2011 11:19:35 GMT
Oh. Technostar didn't know that. He thought that since at the beginning of the thread, it was said that the codes had to be done in MBG because they needed a change to the int.cs script file. He didn't know this was one of the few that didn't need that code. Thanks for letting him know!
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Nov 13, 2011 0:10:46 GMT
Technostar has made 2 more levels. Curvaceous is a level based off of one of the community maps Technostar released. Ascending Towers is Technostar's first level with moving platforms.
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Post by Perishingflames on Dec 17, 2011 18:48:47 GMT
Ascending Towers was pretty simplistic but nice demonstration of custom MPs. Curvaceous was pretty nice and I loved the banked curve. I would consider using pie slices + radial cloning for the other curves (see my tutorial on youtube) so the texturing doesn't appear stretched, though.
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Mr. E.
Intermediate Marbler
[ss:Default Skin]
Posts: 115
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Post by Mr. E. on Jan 1, 2012 1:12:30 GMT
Buzzmusic100 and Technostar are currently making a level called "Triscraper Ascent". We currently need someone to test it and someone to take a screenshot of it. PM ajdallas or myself to apply.
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