With this design, the video was critical for the show. Colonel Tom Touring provided all the LED screens and back end control, using Carbon series CB5 panels, which were perfectly suited for this purpose. “With the lightweight Carbon series LED panels, we really had more freedom in creating the design. “It’s light and easy to handle and looks fantastic with the content creation.” ROE is really a great product, “enthused Cunniffe. The video content was created by both Moment Factory and SHOP. Video director Phil Mead handled the d3 media server programming, while Matt Swoboda was the programmer on the Notch portion of the project. Five Brompton M2s are fed by two d3s playing back the show's content and processing the live camera treatment by Notch. The overall canvas size is 2600x3640 pixels. The system has each of the five columns powered by its own Brompton M2. Within that are two settings for the flat video surfaces (crown and wall), and for the two pitched surfaces (ceiling and floor), with some color correction and brightness changes applied to these tiles due to the angle in which they are presented to the audience. Marble Arena 2 is an arcade game in which the goal is to guide a ball through a maze. Video Director Phil Mead of Colonel Tom Touring comments: "Having never used either product before, when we took delivery of the M2’s and the ROE Visual LED panels, it was amazing to see how easy it was to navigate and set up the project. It was developed by Brightside Entertainment. Mechanics Assumptions of Marble Arena 2 are simple - player takes control over a ball and has to lead it through the whole board. Each level has a number of obstacles, which are to prevent from reaching the goal. I wasn't really sure if i could post any info here being that it's not one of the official games supported by this community, but hopefully it will be ok and my post won't be deleted :) My name is Mihai Gabriel Ailioai, and i'm the developer of Marble Arena 2, a marble game based on the marvelous Cube 2 engine.To be able to take a MacBook out front and sit with the tours Show Designer and System Engineer while making the changes in real-time was very beneficial. It's a very bright and colorful game, available for PC, Mac and Linux, and it keeps pretty much all of the editing power Cube 2 has, but has a layer of GUI on top so that people don't have to use the console at all, hopefully making it more newbie friendly. It has 50 official levels, and we've released another 22 maps ported from Marble Arena 1, and we also have a nice little community of people creating their own levels. It's based heavily on physics, there's no shooting or killing, although we have a nice lightning bolt shield powerup that could slightly impress the killer in you :)Ĭheck it out, you might like it, and who knows, maybe even be convinced to create some levels for it :P Nothing near what i've seen here, but hopefully we'll get there someday. It includes 32 new levels, autosave and ability to customize controls, and what was requested the most around here: working console and custom scripts. No SVN repository as this isn't open source, just freeware. There's a good reason, or at least we think it's a good reason, why this isn't open source. We would really like to maintain a leaderboard, and keeping it cheat free and open source at the same time would be rather tricky.Ĭonsole can be activated, and we sometimes use it, but it's not "public" info for the same reason this isn't open source. Marble Arena 2 is based on the official Justice release. Merging with the latest svn would be a huge pain, because i've heavily modified the original source. If there are other things appart from scripting and console functionality that are vastly improved over the official release, then i think i could, and probably should, take a look at the latest svn. Sauerbraten maps can be loaded in Marble Arena. You could place the ogz directly in the packages/base/custom folder and load it, but the prefered way is to create a folder for it in packages/base/custom, place the ogz there and rename it to map.ogz. The folder can then contain anything related to this map, like a snapshot, a friendly name text file, a brief description text file, and a custom textures definition file. You can take a look at the official maps to see what these files mean. You won't find a textures definition file yet because the official maps use the official textures, so there's no need, but i can assure you that custom textures are possible and rather easily.
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