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I installed(built from sources) the SFML and eigen dependencies the game ran fine and also good game btw :-).īut the problem started when I tried to create my own CMakeLists.txt file. Hi CodeParade, by this game I was actually inspired to create my own game(or atleast to draw a picture on a window rather than printing text on a console). (If any of these features are already implemented then i couldn't find them)Īlso on PylonPalace level i had a few moments when i had elemets of the level apear between camera and the ball, so maybe make it so that elements of the level become semi-transparent if they appear between ball and camera.
#MARBLE BLAST ULTRA SPEEDRUN HOW TO#
Shift+Space or Ctrl+Space would probably be good key combinations).Ģ)Add collision detection to Free camera mode, so that you won't clip through textures while trying to explore finer details of the fractal for example.ģ)Make Zoom to scale combinable with Free camera th make it more convinient to explore the fractal .Ĥ)Add some sort of information about the existance of cheats and how to activate them into the game.ĥ)Maybe make it so that you can make ball teleport to camera's position when you exit Free camera mode. These games are, of course, not going to be for everyone, and I’m more than a few gamers out there will find them downright boring.1)Add vertical movement contols (ability to move up and down) to Free camera mode, because after having such controls in other games with 6 degrees of freedom not having them is inconvinient (R + F, Shift+Ctrl. Marble It Up! and its predecessors are exactly the kind of game I love most, so I don’t really have anything bad to say.
![marble blast ultra speedrun marble blast ultra speedrun](https://marbleblast.com/images/totalmayhem.png)
I know this isn’t coming off as an unbiased review, and that’s probably because it really isn’t. I want the multiplayer and additional levels, but they’re already working on that, so what’s to complain about? As for negatives, I don’t really have any gripes yet. This’ll really be the whole package once that happens. Needless to say, I’m really looking forward to when it and some of the curated fan levels can be added to the Switch version. I haven’t gotten to play it yet since I’m playing on the Switch, but I’m psyched to see it nonetheless. Marble It Up! has even brought back that awesome multiplayer mode and expanded it on PC. There’s a ton of marbles to gather, and many are expertly hidden, so there’s plenty of reason to keep replaying stages. Marbles are awarded for completing sets of levels, for getting silver times, for getting gold times, and for exploring each level thoroughly enough to collect its hidden treasure. Marble It Up! uses its marbles to reward players for their performance. In past games, all marbles were just available from the start, and one could just choose the design they fancied most. The point of all this being that there’s quite a lot of potential for creative level design here, and they’re even making use of it.Īnother improvement is the presence of hidden marbles in most stages. Smooth transitions in gravity orientation are new too. Large and bumpy surfaces were never present in either of the original games, no were there many (if any) levels based around large curves. It’s even made and maintained by several members of the team behind the original games! Also, the name is something of a cheeky reference to the originals, as one of the levels was named “Marble It Up.”Įverything that was great about the Marble Blast games is present here in Marble It Up! along with many new innovations made possible by current technologies. It’s got the same physics, the same overall aesthetic, and it even has those wonderfully-tacky basic assets one would expect to see from a 2006-era game. That’s right, Marble Blast is alive and well after all! It’s just living as Marble It Up! now.