ONE request for the next version.
by Si Brindley · in Marble Blast · 12/21/2002 (7:34 pm) · 9 replies
I do like this game a lot.. there is one thing I don't get. Why make us sit through "Ready!...Set!...GO!".
Please change it so it just says "GO!" and we can start rolling straight away.
In fact, if it was up to me, falling off would teleport the ball instantly back to the start and the player could get going again with minimal clicking and delays.. ..surely just instantly reseting the level like that would be suitably frustrating..? Please, for the next version! Please! (etc)
Please change it so it just says "GO!" and we can start rolling straight away.
In fact, if it was up to me, falling off would teleport the ball instantly back to the start and the player could get going again with minimal clicking and delays.. ..surely just instantly reseting the level like that would be suitably frustrating..? Please, for the next version! Please! (etc)
#2
My wife gets fed up of hearing it! I can imagine how annoying it is to keep hearing it when I keep falling off a new level. ;)
- Melv.
12/22/2002 (5:21 am)
At first the "Ready, Set, Go..." really got me worked up and ready but I agree that it would be cool if you could tweak it out in a script so that you just had "Go...".My wife gets fed up of hearing it! I can imagine how annoying it is to keep hearing it when I keep falling off a new level. ;)
- Melv.
#3
12/22/2002 (7:58 am)
For now just delete the ready.wav & set.wav :)
#5
Alter the file game.cs under MarbleBlast/Marble/Server/Scripts
You will find a line in the file that currently reads:
$Game::StateSchedule = schedule( 500, 0, "setGameState", "Ready");
(it is within the function called State::Start() )
Change the last string from "Ready" to "Go",
and your change will take effect the next time you play...
01/01/2003 (11:46 pm)
Ok guys there's only one line of script to change if you want the game to start with 'GO!' directly.Alter the file game.cs under MarbleBlast/Marble/Server/Scripts
You will find a line in the file that currently reads:
$Game::StateSchedule = schedule( 500, 0, "setGameState", "Ready");
(it is within the function called State::Start() )
Change the last string from "Ready" to "Go",
and your change will take effect the next time you play...
#6
01/02/2003 (12:09 am)
Thank you very much!
#7
05/31/2003 (5:22 pm)
Even more annoying is when it shows "Out of bounds" for about 5 seconds. Although you can just click onwards, it's still annoying.
#8
ORIGINAL LINES
....
PlayGui.setMessage("outOfBounds",2000);
....
if(!isEventPending(%this.respawnSchedule))
%this.respawnSchedule = %this.schedule(2500, respawnPlayer);
END ORIGINAL LINES
MODIFIED LINES
....
PlayGui.setMessage("outOfBounds",500);
....
if(!isEventPending(%this.respawnSchedule))
%this.respawnSchedule = %this.schedule(500, respawnPlayer);
END MODIFIED LINES
Together with the change of the "Go" parameter from earlier in this thread, this speeds up game play enormously.
06/03/2003 (7:21 am)
To change the "Out of Bounds" display message and length of time before reset, change the following lines in the game.cs file:ORIGINAL LINES
....
PlayGui.setMessage("outOfBounds",2000);
....
if(!isEventPending(%this.respawnSchedule))
%this.respawnSchedule = %this.schedule(2500, respawnPlayer);
END ORIGINAL LINES
MODIFIED LINES
....
PlayGui.setMessage("outOfBounds",500);
....
if(!isEventPending(%this.respawnSchedule))
%this.respawnSchedule = %this.schedule(500, respawnPlayer);
END MODIFIED LINES
Together with the change of the "Go" parameter from earlier in this thread, this speeds up game play enormously.
#9
The first thing is that people might be able to utilise this fact on some levels to get faster times (example: perhaps you can get through the gate faster on the Battlements level if the position of the wooden blocks are different when you start moving?), and this might cause issues for the internet high score tables?
The bigger problem (as I'm not so fussed about the high-scores myself :) is with demos. The movements recorded with a "Ready-Set-Go" start might not be compatible with the state of the level in question if it was replayed on a system that just used a "Go" start. And vice-versa, of course. OTOH if the demo system records and plays the ready-set-go states regardless of the local settings, then this wouldn't be a problem. (I probably should have tried this first, but it only just occurred to me :)
06/04/2003 (5:46 pm)
I suspect that there's a potential problem for high-scores and demos with the ready-set-go script change, as it affects the timing of the levels. Level animations (moving blocks, etc) begin as soon as you appear on the level, but YOU don't get to move until the "GO" about three seconds later. If you change the script, you get to start moving faster and so the state of the level at the point you start moving is not the same as it would normally be.The first thing is that people might be able to utilise this fact on some levels to get faster times (example: perhaps you can get through the gate faster on the Battlements level if the position of the wooden blocks are different when you start moving?), and this might cause issues for the internet high score tables?
The bigger problem (as I'm not so fussed about the high-scores myself :) is with demos. The movements recorded with a "Ready-Set-Go" start might not be compatible with the state of the level in question if it was replayed on a system that just used a "Go" start. And vice-versa, of course. OTOH if the demo system records and plays the ready-set-go states regardless of the local settings, then this wouldn't be a problem. (I probably should have tried this first, but it only just occurred to me :)
Torque Owner Nathan Martin
TRON 2001 Network
It would be really cool if there was multi-player with it where people can either race eachother or have a little game of bouncing off eachother in an enclosed room with objects to bounce off of. :P