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 Post subject: Re: Monster Bash
 Post Posted: Tue May 29, 2018 4:50 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2126
Location: Ontario, Canada
Wow, that was quick.
This will do the trick ....

https://youtu.be/we83qvCEglc




Thanks Gin !


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 Post subject: Re: Monster Bash
 Post Posted: Tue Jun 05, 2018 5:36 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2126
Location: Ontario, Canada
Hello again, Gin

It looks like I am missing the Left Primp 3 DMDf (what you would label Ball_Chain_Primp03_Left)

I would appreciate your help again !

Thx


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 Post subject: Re: Monster Bash
 Post Posted: Wed Jun 06, 2018 12:22 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2126
Location: Ontario, Canada
https://youtu.be/EmXfBE1VrTY


Ok after a ton of work and I am sure i have a ton more to do, here is the current version for people to try...feedback and suggestions welcome (but be gentle :) )
https://www.dropbox.com/s/xsk20u0ib1ua3 ... h.rar?dl=0 :shock:

'June 5, 2018
'worked on sound sync with DMD sequences of Drac Attack, Creature, Extra ball
'worked on multiball modes with ball handling
'worked on all the different things that happen when the scoop is hit ( Concert Halls, Scoop Awards (making sure they don't conflict, and starting of Scoop modes such as Drac Attack, Mummy Mayhem, Mosh Pit Multiball, Monster Bash and Monsters of Rock)
'added a bunch of sounds throughout


'known issues that need attention:
' some triggers/ramps don't always get hit smoothly ( I have done nothing with this as I don't know how....)

'I haven't done much with lights except during Monster Bash and Monsters of rock
where the Monster Faces or Instrument Lights respectively will show which monsters still need bashing or rocking...

'somewhere there is a rogue Addscore ( less than ten ) which sometimes gives a weird score that doesn't end in zero and therefore will never "match" at end of game

'some ball tracking issues (lost balls etc...)

'plunger lane autolaunching during Multballs doesn't alway work , so you have to launch manually

'still some DMD conflict issues where you will see garbled info

'no multiplayer mode yet...
'extra balls during multiplayer currently are simply added to total balls remaining (ie are not "Shootagain Current Player" ). That way one player can't keep playing forever on extraballs and not give the next guy a turn...

'Some timing issues sometimes with bonus adding protocol at end of ball
and I am sure there are a million other things....

Note: Holding Either Flipper for greater than 5 seconds during play will reveal "Status Function"
This will automatically scroll through important statistics for game play. You can scroll manually as well using opposite flipper.

Note: The yellow "launch" button at the left corner of the apron will flash when you have a monster bomb available during one of the modes. Press the plunger button to "Launch" a bomb , which will advance the current mode...


Attention Flug you can probably start working on multiplayer now ( I put some notes for you at the top of the script and suggested which variables need mp enabling)



Enjoy !!


Last edited by Gimli on Wed Jun 06, 2018 11:07 am, edited 3 times in total.

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 Post subject: Re: Monster Bash
 Post Posted: Wed Jun 06, 2018 8:40 am 
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Joined: Mon Sep 21, 2015 10:33 am
Posts: 116
Location: UK - Bridgnorth (Shropshire)
Gimli,

Many thanks for all your work... definitely enjoying all the updates you have done (just need to be able to play better... LOL), and will let you know 'gently' if I find any issues ;)

Also, as requested - please use the following link to download the "Left Ramp - Primp (03) DMD Animation"; hopefully the one you require?
https://www.sendspace.com/file/k6j3mr

Gin


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 Post subject: Re: Monster Bash
 Post Posted: Wed Jun 06, 2018 10:58 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2126
Location: Ontario, Canada
Thanks Gin !
That is right on !
Table and link updated :
https://www.dropbox.com/s/xsk20u0ib1ua3 ... h.rar?dl=0

https://youtu.be/veVB-tjl5bg


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 Post subject: Re: Monster Bash
 Post Posted: Fri Jun 08, 2018 7:35 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2126
Location: Ontario, Canada
https://www.dropbox.com/s/xsk20u0ib1ua3 ... h.rar?dl=0

updated link again.....
better ball handling during multiball, better timing on the autolaunch of plunger
less crash...DMD's more smooth

I just played game for 45 minutes without significant issue..


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 Post subject: Re: Monster Bash
 Post Posted: Sun Jun 10, 2018 4:07 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 1701
Location: Arkansas, USA
Wow! This table is amazing! Everything plays well as far as I have tested it. It looks like you got the phantom flippers to actuate at the right time (I have tested the left flipper so far). The only thing I have noticed so far is when the Bride gargles on Primp, the DMD appears a little choppy near the end of the sequence.

Are you satisfied wit the physics? It seems to play pretty well. I never really know when I am done with custom physics because I do it all by intuition.

Gin, Have you been trying it?

George


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 Post subject: Re: Monster Bash
 Post Posted: Sun Jun 10, 2018 4:12 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2126
Location: Ontario, Canada
Thanks I am still tweaking and will update again in the next couple of days
Extraball was getting awarded too frequently and some of the instrument bonus DMDs weren't showing and a few modes weren't quite right when using launch button

I think phantom flippers are too weak.
Hitting loops for full moon fever are too hard and the right ramp is glitchy (doesnt always activate next bride objective) and will sometimes jump into Frankenstein lane


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 Post subject: Re: Monster Bash
 Post Posted: Tue Jun 12, 2018 1:09 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2126
Location: Ontario, Canada
LinK updated:
https://www.dropbox.com/s/xsk20u0ib1ua3 ... h.rar?dl=0

' Monsters get illuminated when their respective modes start. FrankenStein's face and hands glow green
Drac's Coffin Flashes Red, The mummy yellow , The bride white, the Wolf holds an orange moon, and the creature is illuminated on the table

'Initiated some of the true multiplayer mode(hoping Flug will return...if not I'll slowly pick away at it)
(the Scoop Progress, Monsters and Instruments obtained are saved and restored for each player as well as a few other things...)

Fixed a few more bugs...

https://youtu.be/5-8NoqtrFf4


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 Post subject: Re: Monster Bash
 Post Posted: Wed Jun 13, 2018 8:35 am 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2126
Location: Ontario, Canada
Still lots of fine tuning required but from our to do list, I believe all that remains is:

Lymens lament,. Multiplayer and
I just noticed:

Quote:
13) Need to add this feature that is in the rules: "If you did not get the keyboard during multiball, Frank will raise up and re-expose the center ramp to restart Frankenstein monoball. This is the "last chance" analog of the super jackpot sudden death in AFM or the Battle for the Kingdom sudden death in Medieval Madness. You have 15 seconds to pound away on Frankenstein and get the remaining amount of super jackpots to spot the keyboard. Each hit on Frank restarts the timer at 15 seconds; regular jackpots may still be collected and will stil light double and triple super jackpots. The last chance will remain active if Mosh Pit multiball is started, and presumably also during Monster Bash (but you must start last chance before starting the multiball)."


I'll work on this, shouldn't be too hard to do....

Is there anything else?

viewtopic.php?nomobile=1&f=3&t=97&p=85998#p85998


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