Ian Valentino Advanced Marbler [ss:Default Skin (DO NOT TOUCH)] member is offline
Ian's Graphic Design
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Re: Marble Blast 2 (beta) coming soon! « Reply #32 on May 29, 2010, 11:07am »
First off, your signature exceeds the width limit. You should change that before you get a warning.
Now, regarding MBG2:
- You must rename the mod. MBG is a copyright of Torque Powered. - You still lied to us about the mod and it's orignality. I, personally, don't care if you took off the marbles now, you already lied to us twice. - I don't trust that your scenery is original. You said "those levels only," but why would you only show us those levels...?
*snip* It is slowly sinking i hope beack will not give up and do something to dont make it dead
i hope he will..honestly..i'm tired of noobs coming here, getting hotheaded when their first level gets good reviews, then trying to make a mod when they can't even read a rules list.
i'm gonna wait for pablo to come in with his mega-pwnage quote that totally crushes mods. in fact, i'm gonna post it right here:
Quote:
You're free to proceed with this, but after seeing literally dozens of noob mods fail, I can tell you that mods are way more work than they seem. Thousands of hours go into making something as awesome as MBP, you can't do all that yourself or with a team of a few novices. You'd be better served developing your level building skills and releasing custom levels.
Nobody says: If you're planning on a mod, which isn't probably a good idea atm, then please plan out every level/gui interface BEFORE you make it. First, a purely graphic mod is boring, easy to do, and will be forgotten in ~2 weeks after release. If you actually make something as good as MBP (which required like 10 people to lift off, and at least two years), you need more people power, and more time. The reason for planning is because you might run out of ideas very soon. If level 6 is already an über-advanced invisible tightrope challenge that takes 30 minutes, and with weird tornados everywhere, you don't exactly have the right to make the NEXT level one beatable by Granny.
I would instead create a level pack, instead of machining through 100 levels, do like 1-5, that will be remembered for a while. Like the Camp series. If you must do a mod, do so methodically and remember - it's not a race. If you have a 10% progress increase in the next week I know it will fail. Take it slow. Srsly.
And also, I made a similar mod when I was a young child (no really, I did). I figured out how to use package contents and Photoshop and how the textures worked and made a similar mod, minus the GUI difference. BTW I did this because I didn't like all the orange so I removed it and replaced it with black. Which goes to show that it isn't something that needs flaunting. I obviously had no clue how to use the LE at that time. My first experience with the LE was moving around the start pad of JJJ just b/c I wanted to see what it could do.
All said, either make a level pack (fine, call it MBH), or continue on the mod, I don't care, but please, whatever you do, don't just modify graphics.
If you don't like the advice, please don't flame me. I'm not trying to be offensive here.
Matan says: MBP was made on 13 or so months, then patched from initial release. The major release (1.10) took 3 months to do. I'm pretty sure that to do major changes and what not will take months. I practically agree with 'nobody' here, since most mods usually try and have loads of levels but don't feature new stuff besides graphics (textures/gui) and maybe sounds/music. It would be better as a level pack, and if you're going to mod it, at least have some new coding stuff.
The things I always say to leaders of mods is that they should: 1) Plan the theme of the mod, what additions will it have, what changes it will have, etc. If they don't have a plan, don't even start a mod.
2) Commit to it at all times, not abandon or get bored from the mod. This is most likely to happen to anyone, so you need to realize that unless you're going to commit, odds are against you (and in fact, don't bother making a mod). Actually odds are against you anyway, so you need to strive to show otherwise. Not easy at all.
3) Realize it's going to take (at the very least) 6 months to produce a low to average quality mod and if you plan on higher qualities then they need to expect 1 year. The more you want in a mod (levels, features, etc), the longer it should take. MBFubar probably is going to take 4 years, but then again, they have so many things they want to include (and give an excellent quality mod) so you should expect something really good. MB9 should take a few months as well; just because they have shiny new powerups doesn't mean they can be called 'good' so fast. They still need to take their time; nobody is rushing them. I also think they say too many things too fast (such as the powerups) rather than slow down and actually work out everything else first. With the MBP LBs, until we were in a really good progress (about a month from release) we never mentioned its existence.
4) Understand that most members are at school/university and therefore most progress should occur on "global" holidays such as school holidays (to a degree) and other holidays. Doesn't mean 0 progress should occur. There always has to be some sort of progress, even as little as one level or a new texture.
5) Don't go level building until you get textures done first, especially if your theme is different than the textures we already know of. New textures are usually better than simple editing of the old MBG ones as anyone can edit these textures, but few can make real new textures of a different style.
6) Variety. People making levels usually end up doing 'tightropes' or some other hard shit. I've had mod leaders complain that their recruits could only produce tightrope levels. People don't like tightrope levels, especially really uber hard which everyone can easily do. Making good levels takes skill and practice. Again, vary your levels and don't make them hard. I found out that some of my recent level releases gain very good response from players, and none of them were hard.
Of course, when you make a level, plan ahead! Do not get stuck in the middle of a level with no ideas. If it occurs, either finish the level at that point or scrap it altogether. Pushing it further can ruin a level. I've seen a lot of levels from "mods" and tbh very little of them were good. Most were in the "advanced-expert" style and their creators seemed pretty happy on making another tightrope level.
Tightrope levels, btw, are the easiest to make and require no skill. They are also the bits that will ruin your level quite easy. An example comes from here: http://www.marbleblast.com/index.cgi?boa....lay&thread=7566 An otherwise level which could have gotten a 5, got down to a 4 (I nearly wrote a 3) due to the tightrope at the end which makes the level practically impossible.
7) Testing. Often overlooked, but you should test a mod thoroughly. This is the quality assurance and if you don't do it, you can easily work on a mod for a year and have no one play it (when you release) because it sucks so much... something that would not have had happened had you got some testers. 2-3 non-staff testers are usually best. That means they do not make levels, they do not know a lot of the mod and never played it before.
Getting someone to test is EASY. Everyone wants to. Getting a GOOD tester is HARD. That's something not everyone can. If someone goes and says 'oh i want to beta test' or 'plzpzllpzpzl i wanna test', you say no to them. They're the type you avoid like fire as these people don't know how to properly test. The type you want are the good ones who have experience, respect and are good at Marble Blast. (99% chance) these people don't come to you, you need to look for them. For MBP I always selected the staff myself, no one else did.
There are probably other things but can't be fucked atm to remember. Go read the MBP Staff interview in the MBP board, probably covers other things.
rct3fan00 Advanced Marbler [ss:Default Skin (DO NOT TOUCH)] member is offline
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Re: Marble Blast 2 (beta) coming soon! « Reply #38 on Jun 4, 2010, 8:10pm »
Wow, Marble Blast Sapphire, hmm, I think not, Marble Blast Emerald has some things to do with SApphire that no one knows yet. Uranium... eeww, pick better names.
offline Respected Marbler Warning Level - 5% [ss:Default Skin] member is offline
Go communists!
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Re: Marble Blast 2 (beta) coming soon! « Reply #39 on Jun 4, 2010, 8:45pm »
*ahem* You can't keep someone from using "Sapphire" if you don't tell us about it. If you say that you have something, but you can'y show anything, it's still a name up for grabs.
IsraeliRD Administrator Controlling Marble Blast with my Mind...[ss:Default Skin] member is offline
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Re: Marble Blast 2 (beta) coming soon! « Reply #40 on Jun 4, 2010, 9:30pm »
Yuri has a good point, just because it's called Sapphire you can't really keep anyone else. You can rename your mode from MBE to MBSapphire or change your sapphire to emerald.
Re: Marble Blast 2 (beta) coming soon! « Reply #43 on Jun 5, 2010, 1:53am »
Marble Blast Tech sounds alright. With all those bright and vivid colors, Tech might be a right word, but I still don't know... maybe some related or similar word?
RandomMarble38 Advanced Marbler Returned-to-Island Marbler[ss:Jase's skin] member is offline
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Re: Marble Blast 2 (beta) coming soon! « Reply #44 on Jun 5, 2010, 2:56am »
nah.. I mean there's any much techno style so there's no way it can be called Marble Blast Tech.. How bout Marble Blast Revisited? (I know, crappy title..) :S
This pack includes. New textures (based on MBO beginner texture) New levels New sky
Some pics:
I don't care about the numbers, I know these can be found on Grphics board directory, but the numbers are my work Videos: Remake of Pitfall Super Speed Super Bounce
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Re: Marble Blast (a mod without a name, coming soo « Reply #48 on Jul 26, 2010, 9:15am »
No offense, but those levels are nowhere near the quality (in originality, creativity, or gameplay) that would need to be present for me to download them. I'd suggest you make custom levels one at a time, using your best work, and let the community comment on them.
Hello, Calvin speaking. I'd like to order a large pepperoni pizza.
Nanu Advanced Marbler pr0 $h0uTb0x $p@mm3r[ss:Default Skin] member is offline
Past is behind, learn from it. Future is ahead, prepare for it. The present is now, live it. -Nanu;;
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Re: Marble Blast (a mod without a name, coming soo « Reply #49 on Jul 26, 2010, 2:37pm »
Pretty neat feel to it, although still needs alot of work I can see with the level creationa nd creativity, maybe thinking of helping . But more likely I would recommend a ending screen (the ending thing that pops up when the level finishes) with more neatness and originality hence it looks kind of sloppy and doesn't quite fit with the mood of the game But otherwise, it looks great (Loved the marble design)
Chameleon Intermediate Marbler [ss:Default Skin (DO NOT TOUCH)] member is offline
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Re: Marble Blast (a mod without a name, coming soo « Reply #50 on Jul 26, 2010, 7:34pm »
i think the levels look ok. (i cant play them, my cpt broke, and i haven't bought a new one yet). but seriously, Beack, you should at least hire some people to build some levels! but the mod looks good. cant wait to play it
MadMarioSkills Advanced Marbler [ss:Default Skin (DO NOT TOUCH)] member is offline
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Re: Marble Blast (a mod without a name, coming soo « Reply #52 on Jul 26, 2010, 11:40pm »
Meh, levels aren't too great, but the textures look nice. I do see though that the vids are using the new style video player, so that means I can play a game of snake while sorta watching the video
RDs.empire Experienced Marbler Warning Level - 10% [ss:Phil'sEmpire Skin] member is offline
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Re: Marble Blast (a mod without a name, coming soo « Reply #53 on Jul 27, 2010, 6:22am »
Why you need to use MBU textures if you can make your own ( i think you have good talent after i saw textures you have created in grapics board ) About levels i just play them and i think you need to think about something new that has never been in other MB mods They are looking same as old MB levels And if you are taking this project serious you need to think about adding more level makers ( i think making project this big is almost impossible to create by one person ) But aniway good luck
Re: Marble Blast (a mod without a name, coming soo « Reply #55 on Jul 27, 2010, 10:54pm »
It's only a prototype of textures I know, and the levels are taken from "novice player" , this difficult have the standard of a levels, the "normal player" have more thing interesting, and yes I will change the textures to a new with vivid colors (these colors are little dark)
A new thing to the mod, I will put 25 missions on the "Custom" levels: 1.- I will accept levels from any user of this forum (old and new website url) 2.- If you want do a level for it -Use the MBG textures for do it (I have it with a new skin) -You can do anything you want do with your level, like size, difficult, moving platforms or anything if you think "OMG this is a freaking awesome level" -If you want see your level on my mod send me a PM (personal message) saying "This is my level for the mod enjoy" 3.- The level need a photo (not a screenshot), .mis file, .dif file (If you want do custom interiors), the name, description, start help text (optional) and the name of the creator
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Re: Marble Blast (a mod without a name, coming soo « Reply #56 on Jul 28, 2010, 2:13am »
I think you don't understood me; your zip file are NOT working, i have expander But they are broken, when i open mission.zip, it give me an other file called mission.zip.cpgz, and when i open that one, i have a second mission file called mission 2.zip. Only the skies.zip is working.
Re: Marble Blast (a mod without a name, coming soo « Reply #59 on Aug 5, 2010, 5:11am »
I can't unzip either!!! When I unzip, a file called "nameofthezip.zip.cpgz" comes up, and when I unzip that, it creates another zip, and zip.cpgz, and so on. This means the zip file is corrupted.
Try using RAR. Mac users can uncompress it with UnRarX.