this should work Dj I added dynamic flippers and xml for fun...but you can remove that part if you wish.
I initially thought of converting the space ships to toys and using the FP rotatation code, but only the ships would spin and not their lights...
So I used the same toy for all 6 ships and them grabbed each of the 6 ships and their lights in their own miniplayfield box and then adjusted their elevations and angles and then coded z rotation of all ships...
Sure, I am in summer mode but am trying to erradicate some Eboela sized bugs in the MB code
GeorgeH
Post subject: Re: Tables we would like George H to work on :)
Posted: Thu Jul 18, 2019 10:43 pm
Joined: Thu Aug 16, 2012 11:12 pm Posts: 2781 Location: Arkansas, USA
Must be small but fatal bugs.
djlunchbox
Post subject: Re: Tables we would like George H to work on :)
Posted: Fri Jul 19, 2019 1:01 am
Joined: Sun Mar 10, 2019 5:13 pm Posts: 197
oh sweeet!!!!
About to give it a go!
Thanks Gimli!!
djlunchbox
Post subject: Re: Tables we would like George H to work on :)
Posted: Fri Jul 19, 2019 1:28 am
Joined: Sun Mar 10, 2019 5:13 pm Posts: 197
Ok Gimli this was awesome! However a few notes
So the saucers seem to increase in speed gradually. That’s cool but at one point they were spinning so fast i honestly felt they were really gonna fly off. Is there anyway you can just keep them at the same speed throughout the game? Like the speed at the beginning. I also noticed that the speed doesn’t reset. After my credit was done, they stayed at hyper speed.
Also i LOVE the opening animation where the saucers launch from the bottom but i guess it only does it on the first launch of the table? If i wanna keep seeing that i gotta delete the fpRAM?
I greatly appreciate the work you put in, the table is beyond amazing now!
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