|
Post by Pablo on Jun 6, 2010 11:00:59 GMT
FOV: suggestion noted. PDF: probably not necessary; the rudiments are simple, and people can always post on the forums for help. New features could have level building tutorials. Sign Hit:
|
|
|
Post by IsraeliRD on Jun 6, 2010 11:46:46 GMT
- I like the ghost idea. - The PDF is probably a confusing idea in terms of just putting it up, because it's got a ton of info for both LE, QuArK and Constructor and could probably be dozens if not hundreds of pages. I definitely do want a better mission template, maybe I'll make a couple? - Definitely more achievements. I think to add in the LB ones to the offline and probably add in more? If not, PQ is most likely to have achievements (not 100%). - Um? There's no point. - Just press the PLAY button and you can choose which difficulty you want to play. If you want MBG/Customs, just press Switch Game. No point for your suggestion. - You can make your own There's no need for one, it would be more frustrating than fun and definitely not in the direction PQ looks for.
|
|
|
Post by Kostas on Jun 7, 2010 12:45:51 GMT
Intermidiate Levels:
Triple Decker (fine) Mountaintop Retreat (fine) Cyclone Launch (Scenery Needed) Spin Practice (Some texture bugs) Loop Exits (Trimming Bugs) Medieval Maze (Much texture bugs) Ramp Madness (Upwards underground textures need fixing) Mini Marble Golf (Making Start for GG marbles, trim fixing and fixing upwards) Marble Mini Golf: Icichole (Making it good for GG marble) Basic Agility Course: Puting underground texture Avoiding Harads (Must be remade: Making smoother slopes and fixing trim) Technoropes (Fixing trimming and putting scenery will be nice) Take a Stroll (Demo version with some texture fixes will be fine) Roll Like the Wind (fine) Sprint (Needs upward tightrope fixing) Downhill Racing (fine) Double LoopLoop (Put GG vesion instead this) Powerup Practice (fix scenery and upwards) Wall Master (Much texture and building bugs, i'm letting you find them:P) Byzantine Helix (Put pyramids on scenery) Convoluted Helix (Fix some texture bugs) Astroflight (fix upwards and textures!) Winding steps (Fix wall texture bugs) Floor climb (Needs remake: fix wall texture bugs, making it good for GG marble, fix upwards fix some upward bugs and some grid bugs) Bumpy Highway (fine) Perplexingness (fine) Timely Ascent (fix scenery) Marble Agility Course (Put GG version instead of this) Puzzle Ordeal (I don't know what to do with GG marble) Dragged Up! (Needs scenery fix) Gym (Fine just make it good for GG marble) Skill Zone (Fix some texture bugs) Divergence (Upwards got some trim-side texture bugs) Daedal Helix (trim and texture bugs) Battlecube Revisited (fine)
|
|
|
Post by Don.Gato on Jun 7, 2010 21:08:29 GMT
GHOST FTW!!!!!!!!!!!
|
|
|
Post by Kostas on Jun 8, 2010 13:02:21 GMT
Advanced Levels:
Pink-Fold Maze (fine) Diamond Seeking Fun! (Texture bugs) Gap Aimer (Upward trim and underground texture bugs) Orange-Fold Maze (texture bugs) Nukesweeper (Numbers and smile are horible made!) Treachery (fine) Swivel (Needs to be remade: Side trimming is horrible, scenery is bad textured, upwards are buggy and underground texturing is horrible made) Nuke Field (Needs trim fixing) Platform Race (Needs texture and building fixing) Fighting Slopes (Needs fixing) Slippery Steps (Needs building and texture fix) Slope Madness (fine) Lightning Ice (fine) Crash Course (Needs building, texturing and side-trimming fix) Neon Tech (Needs building and underground texture fix) Beach Party (building bugs) Slip Up (building and texture bugs) Perilous Road (Upwards, curves and texturing need fixing) Ring Stunts (fine) Par Pit (fine) Platform Race 2 (Needs texture and building fixing) Quacked Path (fine) Frictional Ascent (Hhhmm... fine) Ice Cold Pass (Some texturing bugs) Michael's Adventure: MBP! (Building and texture bugs) Treacherous Path (Upwards, curves and texturing need fixing) Combo Course (Upwards, curves and texturing need fixing) Ultimate Tree (fine, just some texture bugs) Strategy Climb (fine) Despair (fine) Morph (Hhhmm... I don't know what you can do here) Thief (fine) Rolling to Eternity (Some texture bugs) Random Mayhem (some underground texture bugs) Frictional Battlecube (fine)
|
|
Marblemaster1 (Frosty)
Professional Marbler
Master of the Spam Board, that is[ss:Default Skin]
I have CDO. It's just like OCD, except the letters are in alphabetical order AS THEY SHOULD BE.
Posts: 361
|
Post by Marblemaster1 (Frosty) on Jun 10, 2010 2:23:56 GMT
Another suggestion:
For the LBs, have a "download all level packs" button; it could save a lot of time.
|
|
|
Post by Kostas on Jun 10, 2010 4:47:08 GMT
I have a better idea. MBP can have all packs installed!
|
|
|
Post by Aaron Y on Jun 10, 2010 15:24:44 GMT
Yea, but when new packs come out you would need marblemaster's idea.
|
|
Marblemaster1 (Frosty)
Professional Marbler
Master of the Spam Board, that is[ss:Default Skin]
I have CDO. It's just like OCD, except the letters are in alphabetical order AS THEY SHOULD BE.
Posts: 361
|
Post by Marblemaster1 (Frosty) on Jun 12, 2010 4:41:59 GMT
I know I've come up with a lot of suggestions, but here's another one:
A type of "random force" texture, but it always shoots you in the same direction.
|
|
|
Post by Oaky on Jun 12, 2010 7:43:31 GMT
God I wish we had that in MBP, random force constantly annoys me. Idea def. taken on board
|
|
|
Post by Pablo on Jun 12, 2010 10:45:04 GMT
Interesting idea. Could be done with MBA's launch trigger (if that existed).
|
|
|
Post by IsraeliRD on Jun 12, 2010 11:45:22 GMT
I never heard of a friction that is able to send you to the same direction- afaik that's not possible.
|
|
Marblemaster1 (Frosty)
Professional Marbler
Master of the Spam Board, that is[ss:Default Skin]
I have CDO. It's just like OCD, except the letters are in alphabetical order AS THEY SHOULD BE.
Posts: 361
|
Post by Marblemaster1 (Frosty) on Jun 13, 2010 15:01:52 GMT
Maybe a trigger...?
|
|
|
Post by xnanux1 on Jun 13, 2010 21:07:45 GMT
I was thinking if we could have a trigger that doesnt let you jump, but not in the whole level, just one section, so it'll give the level a bit difficulty...
|
|
|
Post by Pablo on Jun 14, 2010 0:14:38 GMT
Suggestion noted.
|
|
|
Post by IsraeliRD on Jun 14, 2010 2:01:09 GMT
Water does not exist in MB (if you ever checked the engine). Don't bother asking for it.
|
|
|
Post by MadMarioSkills on Jun 14, 2010 2:13:13 GMT
Orbz had water, and it ran on TGE.
|
|
|
Post by IsraeliRD on Jun 14, 2010 3:04:09 GMT
Water does not exist in MB (if you ever checked the engine). MEANING: All the water stuff that is in TGE, Orbz, Minigolf Mania etc was removed from the MB Engine. Need proof? Change the exe to txt (both windows and mac versions allow you to), open it and check. You'll find there's no water block data that is available in the other engines. Try even doing sample waterblock data in the console and it says it's non-existant. Do I need to repeat myself?
|
|
|
Post by picklecow10 on Jun 14, 2010 15:15:15 GMT
Another suggestion: For the LBs, have a "download all level packs" button; it could save a lot of time. I thought MarbleBlast crashes if you have too many levels installed at once though? So wouldn't having all packs have the same effect? I know I've come up with a lot of suggestions, but here's another one: A type of "random force" texture, but it always shoots you in the same direction. I'm trying to do that via mod, but so far I can only make it so that it shoots you in the direction of the camera (or away from the camera, left or right, but it's all relative to the camera)
|
|
|
Post by MadMarioSkills on Jun 14, 2010 15:46:01 GMT
Cool, but don't double post.
|
|
|
Post by picklecow10 on Jun 14, 2010 16:18:57 GMT
Cool, but don't double post. Fixed the post. Sorry, I'm used to a different forum that automatically combines double posts. BTW, it looks like the function that could sent the marble in a certain direction is: %client.player.setVelocity("0 0 0"); But I'm not sure how to get %client. In some scripts %client = ClientGroup.getObject(0). But ClientGroup.getObject(0).player.setVelocity("0 0 0"); Does not work. Anybody done this before and know how to handle the function right?
|
|
|
Post by Seizure22 (Witty Title) on Jun 14, 2010 22:58:46 GMT
This is because the setVelocity function is non-functional for at least the marble.
You'll need to use applyImpulse instead, but it doesn't apply an impulse and instead acts as setVelocity.
LocalClientConnection.player.applyImpulse("0 0 0", "0 0 0");
Now, the first vector isn't important, but the second one is the velocity.
And as a warning, here's what you'll get:
Camera rotation resets Marble spin stops Any impulse you do adds to a total (applying "0 0 5" twice will move it at velocity 5 and then 10, not 5 twice) Total impulse is applied AGAIN when you spawn
You will need to cancel out any applied impulse.
|
|
|
Post by Don.Gato on Jun 14, 2010 23:01:55 GMT
A type of "random force" texture, but it always shoots you in the same direction. I thought of that too, kind of like a launch pad!
|
|
|
Post by picklecow10 on Jun 14, 2010 23:58:35 GMT
This is because the setVelocity function is non-functional for at least the marble. You'll need to use applyImpulse instead, but it doesn't apply an impulse and instead acts as setVelocity. LocalClientConnection.player.applyImpulse("0 0 0", "0 0 0"); Now, the first vector isn't important, but the second one is the velocity. And as a warning, here's what you'll get: Camera rotation resets Marble spin stops Any impulse you do adds to a total (applying "0 0 5" twice will move it at velocity 5 and then 10, not 5 twice) Total impulse is applied AGAIN when you spawn You will need to cancel out any applied impulse. OK. I may be able to work with that lol. Thanks for the code. [EDIT]: No wonder there's no support for the camera. It looks like the function is for throwing objects away from the player. Keeping the force from adding on is pretty straight forward. LocalClientConnection.player.applyImpulse("0 0 0", "5 0 0"); Followed by LocalClientConnection.player.applyImpulse("0 0 0", "-5 0 0"); When the marble is done evens it out.
|
|
|
Post by PHAIL maan on Jun 16, 2010 17:55:00 GMT
Have chat text remain visible after opening or exiting a level, unlike how it is now where it goes away when entering/exiting a level.
|
|
|
Post by Aaron Y on Jun 16, 2010 21:55:25 GMT
Have chat text remain visible after opening or exiting a level, unlike how it is now where it goes away when entering/exiting a level. Yes I support that 100% sometimes I miss what someone says then they think I'm weird.
|
|
|
Post by xnanux1 on Jun 19, 2010 2:18:31 GMT
Maybe In MBP you could have a window similar to the one that MMS made that enters you to a whole new world, like in Super Monkey Ball 2 on the main game. So after you go through the wall theres a new enviroment...similar to a Teleporter in MBP but you dont have to stay on it for 4-7 sec. you can just go through the wall...
|
|
Marblemaster1 (Frosty)
Professional Marbler
Master of the Spam Board, that is[ss:Default Skin]
I have CDO. It's just like OCD, except the letters are in alphabetical order AS THEY SHOULD BE.
Posts: 361
|
Post by Marblemaster1 (Frosty) on Jun 19, 2010 3:42:07 GMT
You mean a teleport trigger that keeps the momentum? BTW, if you want there to be no delay, in the MIS, for the teleport triggers, add this line to the end of the tele trigger section:
delay = "-1";
|
|
|
Post by Oaky on Jun 19, 2010 4:02:11 GMT
delay = "-x"; delay = "-1"; delay = "0"; delay = "1";
All have the same delay time.
And teles that keep momentum would be cool and we've looked into it, but it would be very hard to pull off (requiring the game to analyise all sorts of stats about the state of the marble when it hit the tele) and we dunno if the workload it would take to get it running would be worth the limited amount it'd be used ingame.
|
|
|
Post by Seizure22 (Witty Title) on Jun 19, 2010 16:06:22 GMT
@oaky
Not really, requires like 5-10 more lines.
|
|