My first 2 levels
by Darkness Shadow · in Marble Blast · 08/09/2006 (4:28 pm) · 18 replies
Well...I made my first and small level.
Please tell me how I can improve. =)
Another level made called THINK!!! =)
Please tell me how I can improve. =)
Another level made called THINK!!! =)
#2
Fun Factor :: 10/10
Originality :: 10/10
08/09/2006 (4:30 pm)
Nice level! I beat gold without the time travel :)Fun Factor :: 10/10
Originality :: 10/10
#3
08/09/2006 (4:49 pm)
Latest time :: 6.814
#4
2 minor ways you can improve. First, rotate your start pad unless you like it that way. I expected in that level you wanted it that way? If not you can always rotate it by clicking on it and clicking f3 then for rotate you would make the numbers 0 0 1 90 for 90 degrees clockwise 0 0 1 180 for 180 degrees clockwise and so on.
Secondly, this doesnt even involve the level, put the this before the start and after the end of your code. [codes](don't put the s in it's only code) before your code and [/codes](dont put the s in its only code) after the code. it makes it look more official
nice work! I expect more levels out of you!!
i made it codes in brackets cause if i didnt it would make a code box around everything i said. i know it sounds confusing lol
08/09/2006 (4:57 pm)
Great level! That's way better than I expected.2 minor ways you can improve. First, rotate your start pad unless you like it that way. I expected in that level you wanted it that way? If not you can always rotate it by clicking on it and clicking f3 then for rotate you would make the numbers 0 0 1 90 for 90 degrees clockwise 0 0 1 180 for 180 degrees clockwise and so on.
Secondly, this doesnt even involve the level, put the this before the start and after the end of your code. [codes](don't put the s in it's only code) before your code and [/codes](dont put the s in its only code) after the code. it makes it look more official
nice work! I expect more levels out of you!!
i made it codes in brackets cause if i didnt it would make a code box around everything i said. i know it sounds confusing lol
#5
08/09/2006 (5:02 pm)
Latest time, 4.56
#8
08/09/2006 (7:56 pm)
//--- OBJECT WRITE BEGIN ---
new SimGroup(MissionGroup) {
new ScriptObject(MissionInfo) {
startHelpText = "It is possible";
desc = "Just think this simple level out.";
artist = "Golden Marble";
level = "277";
type = "Custom";
name = "THINK!!!";
goldTime = "20000";
time = "0";
};
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 -1.73483e+009 -1.73483e+009";
fogVolume2 = "-1 -1.73483e+009 -1.73483e+009";
fogVolume3 = "-1 -1.73483e+009 -1.73483e+009";
materialList = "~/data/skies/sky_day.dml";
windVelocity = "1 0 0";
windEffectPrecipitation = "0";
noRenderBans = "1";
fogVolumeColor1 = "128.000000 128.000000 128.000000 -1734829824.000000";
fogVolumeColor2 = "128.000000 128.000000 128.000000 -1734829824.000000";
fogVolumeColor3 = "128.000000 128.000000 128.000000 -1734829824.000000";
};
new Sun() {
direction = "0.701976 -0.52137 -0.485184";
color = "1.400000 1.200000 0.400000 1.000000";
ambient = "0.300000 0.300000 0.400000 1.000000";
};
new ScriptObject() {
powerUp = "0";
pad = "2797";
bonusTime = "0";
gemCount = "0";
penaltyTime = "0";
time = "0";
};
new StaticShape(StartPoint) {
position = "0.172353 -7.64583 0.5";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "StartPad";
};
new InteriorInstance() {
position = "-8.86685 -5.72594 1.6335";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "~/data/interiors/SimplePlatform.dif";
showTerrainInside = "0";
};
new StaticShape(EndPoint) {
position = "-4.62658 -9.4642 58.5317";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "EndPad";
};
new ScriptObject() {
powerUp = "0";
pad = "2441";
bonusTime = "0";
gemCount = "0";
penaltyTime = "0";
time = "0";
};
new ScriptObject() {
powerUp = "0";
pad = "1802";
bonusTime = "0";
gemCount = "0";
penaltyTime = "0";
time = "0";
};
new ScriptObject() {
powerUp = "0";
pad = "2705";
bonusTime = "0";
gemCount = "0";
penaltyTime = "0";
time = "0";
};
new Item() {
position = "-4.60174 -31.2531 16.2375";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "HelicopterItem";
collideable = "0";
static = "1";
rotate = "1";
};
new InteriorInstance() {
position = "-2.58833 -32.6709 15.7407";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "~/data/interiors/Normal2x2.dif";
showTerrainInside = "0";
};
new InteriorInstance() {
position = "-5.78833 -8.67094 59.3407";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "~/data/interiors/Normal2x2.dif";
showTerrainInside = "0";
};
new InteriorInstance() {
position = "3.21167 -21.8709 0.54075";
rotation = "1 0 0 0";
scale = "1 1 1";
interiorFile = "~/data/interiors/Normal2x2.dif";
showTerrainInside = "0";
};
new Item() {
position = "1.72228 -23.4163 0.950912";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "SuperJumpItem";
collideable = "0";
static = "1";
rotate = "1";
};
new Item() {
position = "4.48497 -7.47871 0.71725";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "SuperJumpItem";
collideable = "0";
static = "1";
rotate = "1";
};
new AudioProfile(MusicProfile) {
fileName = "~/data/sound/Shell.ogg";
description = "AudioMusic";
preload = "0";
};
new StaticShape() {
position = "-1.33079 -31.8124 16.4741";
rotation = "1 0 0 0";
scale = "1 1 1";
dataBlock = "SignPlainUp";
};
};
//--- OBJECT WRITE END ---
#10
08/10/2006 (6:01 am)
Can someone plz tell me how to turn items. I'm makeing a more complicate level and i need to turn a few items.
#11
Oh yeah and you should put IBT (in bound triggers) in your levels. To do so, click mission objects then inbound trigger. a box will open up telling you to name it whatever you want and then below it will be a drop down box where you click in bound trigger. So, a small 1 by 1 by 1 box will appear. Scale it to make it larger by the line called scale in F3. Make it large enough so when the marble goes out of that box, it syays Out of bounds.
08/10/2006 (6:47 am)
Click on item in editor click F3 then go to the line that says rotate. if you want to turn it so it is facing another direction do 0 0 1 90 to make it rotate 90 degrees clockwise and so on (180, 270) or to make it rotate up and down so the start or finish or whatever is facing down, 0 1 0 180. Just play around. I don't think the 1 0 0 90 or 1 0 0 180 (so on) does anything, I believe it only makes the move not rotate. I hope that helps.Oh yeah and you should put IBT (in bound triggers) in your levels. To do so, click mission objects then inbound trigger. a box will open up telling you to name it whatever you want and then below it will be a drop down box where you click in bound trigger. So, a small 1 by 1 by 1 box will appear. Scale it to make it larger by the line called scale in F3. Make it large enough so when the marble goes out of that box, it syays Out of bounds.
#12
08/10/2006 (6:54 am)
I just hold down alt and click-hold the axis i want it to be turned on.
#14
08/10/2006 (7:42 am)
I was wrong, 1 0 0 90 would be like 0 1 0 90 except for the different direction its facing (but same angle) so 0 1 0 180 and 1 0 0 180 would basically do the same thing unless the item doesnt have a line that splits it in haklf where either side is the same. I know it sounds confusing, im bad at explaining. And, tech geek, how do you do the alt thing? I can't get it to work. I'm on a mac by the way
#16
08/10/2006 (9:45 am)
Oh okay
#17
08/10/2006 (10:27 am)
New time- 4.13 on time travel one
#18
08/12/2006 (6:53 pm)
Beat ya. 3.693
Darkness Shadow
//--- OBJECT WRITE BEGIN --- new SimGroup(MissionGroup) { new ScriptObject(MissionInfo) { time = "0"; startHelpText = "Look behind you...and find the time travel!"; desc = "Where\'s the time travel?"; artist = "Golden Marble"; type = "Custom"; name = "Missing Time Travel"; level = "20"; goldTime = "7500"; }; 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 -1.73483e+009 -1.73483e+009"; fogVolume2 = "-1 -1.73483e+009 -1.73483e+009"; fogVolume3 = "-1 -1.73483e+009 -1.73483e+009"; materialList = "~/data/skies/sky_day.dml"; windVelocity = "1 0 0"; windEffectPrecipitation = "0"; noRenderBans = "1"; fogVolumeColor1 = "128.000000 128.000000 128.000000 -1734829824.000000"; fogVolumeColor2 = "128.000000 128.000000 128.000000 -1734829824.000000"; fogVolumeColor3 = "128.000000 128.000000 128.000000 -1734829824.000000"; }; new Sun() { direction = "0.701976 -0.52137 -0.485184"; color = "1.400000 1.200000 0.400000 1.000000"; ambient = "0.300000 0.300000 0.400000 1.000000"; }; new InteriorInstance() { position = "-0.874362 -28.9457 9.53674e-007"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/interiors/beginner/training_airmove.dif"; showTerrainInside = "0"; }; new StaticShape(StartPoint) { position = "0 -4 0.5"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "StartPad"; }; new StaticShape(EndPoint) { position = "1.83381 -31.7856 0.5"; rotation = "0 0 1 179.518"; scale = "1 1 1"; dataBlock = "EndPad"; }; new ScriptObject() { time = "0"; powerUp = "0"; pad = "5309"; bonusTime = "0"; gemCount = "0"; penaltyTime = "0"; }; new Item() { position = "-7.71499 -19.2359 13.4052"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "GemItem"; collideable = "0"; static = "1"; rotate = "1"; }; new StaticShape() { position = "4.13753 -38.4175 12.9222"; rotation = "0 0 -1 8.59438"; scale = "1 1 1"; dataBlock = "SignFinish"; }; new ScriptObject() { time = "0"; powerUp = "0"; pad = "2705"; bonusTime = "0"; gemCount = "0"; penaltyTime = "0"; }; new ScriptObject() { time = "0"; powerUp = "0"; pad = "1802"; bonusTime = "0"; gemCount = "0"; penaltyTime = "0"; }; new StaticShape() { position = "1.5912 -30.5116 1.41335"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "Tornado"; }; new ScriptObject() { time = "0"; powerUp = "0"; pad = "2797"; bonusTime = "0"; gemCount = "0"; penaltyTime = "0"; }; new InteriorInstance() { position = "-2.52101 -11.1772 1.48287"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/interiors/advanced/trapdoor.dif"; showTerrainInside = "0"; }; new Item() { position = "0.35533 -14.8125 1.88189"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "SuperJumpItem"; collideable = "0"; static = "1"; rotate = "1"; }; new Item() { position = "-7.71499 -19.2359 13.4052"; rotation = "1 0 0 0"; scale = "0.1 0.1 0.1"; dataBlock = "TimeTravelItem"; collideable = "0"; static = "1"; rotate = "1"; }; new InteriorInstance() { position = "-4.19682 -16.0104 2.04705"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/interiors/smallsquare3.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "-3.19682 -19.0104 10.2249"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/interiors/smallsquare2.dif"; showTerrainInside = "0"; }; new Item() { position = "-8.52401 -22.5076 13.6067"; rotation = "1 0 0 0"; scale = "1 1 1"; dataBlock = "SuperJumpItem"; collideable = "0"; static = "1"; rotate = "1"; }; new InteriorInstance() { position = "5.9267 -6.73044 -2.41713"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/interiors/square.dif"; showTerrainInside = "0"; }; new InteriorInstance() { position = "6.03962 -1.98662 -2.59775"; rotation = "1 0 0 0"; scale = "1 1 1"; interiorFile = "~/data/interiors/square2.dif"; showTerrainInside = "0"; }; new AudioProfile(MusicProfile) { fileName = "~/data/sound/Shell.ogg"; description = "AudioMusic"; preload = "0"; }; }; //--- OBJECT WRITE END ---