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Serious Sam II[Visual Pinball X Original]

seriuos sam jpsalas dt

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#1 jpsalas

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Posted 24 August 2019 - 05:24 PM

Posted Image


File Name: Serious Sam II

File Submitter: jpsalas

File Submitted: 24 Aug 2019

File Category: VPX Originals

Author(s): jpsalas
Permission to MOD?: Yes, with approval


Original table based on the story and characters from Croteam's game "Serious Sam".

All the sound and music are in the table, that's why the bigger size.
 
The table uses only VPX, without any external programs.
 
Read the manual to get an idea of the rules, which are very very similar to the first Serious Sam pinball.
I decided to make this table like a second part of the first one, so the rules had to be similar.
 
The theme is around the old Egypt Gods, and it takes place inside one temple where some of the Gods have gathered.
You, Sam, have to defeat the all :)
 
Enjoy!
JP


Click here to download this file


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#2 Outhere

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Posted 24 August 2019 - 07:45 PM

More fabulous work being done by one of the masters of the VP..

 

On Both Serious Sam tables when you load the game The auto plunger Activates but during the game it never works for the DOF



#3 Thalamus

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Posted 24 August 2019 - 08:00 PM

Ball has a tendency to get stuck a bit on the lowest (nearest to player) of the bumpers. It's ok right now, since you don't have mechanicaltilt key check in the table yet. Still not 100% sold on the physics, or maybe it is me being too used to other tables. As you said. Don't like it, it can be easily changed. Thank you once again JP for a wonderful table ! Back to playing !


Edited by Thalamus, 24 August 2019 - 08:05 PM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#4 flstclasic

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Posted 25 August 2019 - 12:59 AM

Awesome! Thanks JP.



#5 CARLOSGUIZZO

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Posted 25 August 2019 - 01:55 AM

Can someone please make a cabinet pov for this table?
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#6 robertms

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Posted 25 August 2019 - 03:05 AM

Can someone please make a cabinet pov for this table?
@stat

 

@CARLOSGUIZZO try this for cab POV:

 

serious_samii_pov.png


Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#7 jpsalas

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Posted 25 August 2019 - 08:41 AM

UPDATED 1.0.1

 

* ball stuck on lower bumper
- fixed. There was a too big gape between the bumper and a rubber pin.

* The kickout from Rocket Raccoon Anubis is too inconsistent, and has kicked balls straight down the middle multiple times for me. This is even more frustrating, because this kickout is so frequent.
- removed a lot of the random, the kickout should go all the time to the right flipper, there are still some variation
- added a delay before the kickout so you can see the flasher blinkning before it actually kicks out. The idea was to simulate someone shooting at you, this is you see the flash at the same time as it shoots. That maybe isn't very good in a pinball, so it now warns you by blinking first and 1/2 second later it kicks out the ball.

* The jackpot lights remain on after a multiball has ended.
- fixed. I had one wrong light number, so it never got turned off.

* The Light Lock standup targets are lit when they are hit (and thus do nothing), and not lit when they light the lock.
- this is how I wrote it. You need to hit both green targets to turn on the Lock light arrow and open the door. Then those green target lights turn off and are ready to be turned on again.

* Many modes require more shots to complete than in the first table, which I feel is the wrong way to go. To me, the modes in the first table already needed too much of doing one thing over and over again. In particular, Horus requiring 16 moving shots feels quite excessive to me.
- I guess I wrote it too hard. I must say that I have not managed to finish more than 2 battles on any game. Some of them are easier then others. At first I was thinking to make the 4 lower god lights, Anubism Osiris, Horus and Ra, a kind of "bosses", only available after fighting any of the other gods. But in the end I added them to the same selection, so they could be played just like the others, but they are still harder to complete. I thought to add an "easy", "medium," and "hard" settings, but then I'm sure everybody will set it on easy :) So I have reduce a little the difficulty, but still it is hard to finished the modes.   

 

 


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#8 luvthatapex

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Posted 25 August 2019 - 12:38 PM

Here is the backglass I am using for my cab.

 

I love the GREEN GI that is used in the multiballs. Very challenging table, maybe too much!Attached File  Serious Sam Pinball II -DT v1.0.1.png   1.9MB   1 downloads



#9 Wizball

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Posted 25 August 2019 - 01:27 PM

* The kickout from Rocket Raccoon Anubis is too inconsistent, and has kicked balls straight down the middle multiple times for me. This is even more frustrating, because this kickout is so frequent.
- removed a lot of the random, the kickout should go all the time to the right flipper, there are still some variation
- added a delay before the kickout so you can see the flasher blinkning before it actually kicks out. The idea was to simulate someone shooting at you, this is you see the flash at the same time as it shoots. That maybe isn't very good in a pinball, so it now warns you by blinking first and 1/2 second later it kicks out the ball.

This is a great change. This is a fast kickout, and adding a flash before it makes it more manageable.

 

* The Light Lock standup targets are lit when they are hit (and thus do nothing), and not lit when they light the lock.
- this is how I wrote it. You need to hit both green targets to turn on the Lock light arrow and open the door. Then those green target lights turn off and are ready to be turned on again.

My suggestion would be to have the green "light lock" lights blinking when they can be hit light the lock. There is currently no indication that those targets do anything, when they are needed to start multiball.

 

* Many modes require more shots to complete than in the first table, which I feel is the wrong way to go. To me, the modes in the first table already needed too much of doing one thing over and over again. In particular, Horus requiring 16 moving shots feels quite excessive to me.
- I guess I wrote it too hard. I must say that I have not managed to finish more than 2 battles on any game. Some of them are easier then others. At first I was thinking to make the 4 lower god lights, Anubism Osiris, Horus and Ra, a kind of "bosses", only available after fighting any of the other gods. But in the end I added them to the same selection, so they could be played just like the others, but they are still harder to complete. I thought to add an "easy", "medium," and "hard" settings, but then I'm sure everybody will set it on easy :) So I have reduce a little the difficulty, but still it is hard to finished the modes. 

The problem with the idea of having boss modes mixed in with other modes is that the player has little agency in picking the next mode, The captive ball changes the mode, but only to another random mode. You said you wanted the modes to give the impression of fighting a horde of enemies, which I can understand. My thought is that it is too frustrating to drain when you are close to finishing a mode, and losing tons of progress. Consider Stern's Star Trek, where the player can select what mode to play, and when you drain in a mode, the mode resumes. That way, there is no major loss of progress when draining during a mode.



#10 jpsalas

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Posted 25 August 2019 - 01:40 PM

 

My suggestion would be to have the green "light lock" lights blinking when they can be hit light the lock. There is currently no indication that those targets do anything, when they are needed to start multiball.

 

Yes. That should be the best, but I want to keep the lights blinking only for the mods and jackpots lights. Anyway the Lock light is green, the light of the targets and the targets are also green, and the lights of the targets say "Lit lock", I think most players will get the idea of what they do :)

 

 

The problem with the idea of having boss modes mixed in with other modes is that the player has little agency in picking the next mode, The captive ball changes the mode, but only to another random mode. You said you wanted the modes to give the impression of fighting a horde of enemies, which I can understand. My thought is that it is too frustrating to drain when you are close to finishing a mode, and losing tons of progress. Consider Stern's Star Trek, where the player can select what mode to play, and when you drain in a mode, the mode resumes. That way, there is no major loss of progress when draining during a mode.

 

I used the same system in Serious Sam, so I decided to keep the same way to select a random battle, anyway I wanted the battles selected at random. I'll leave that idea to choose yourself the current mode for a future table :) Just like it is the table now there are no bosses, just 12 gods you have to defeat to fight the big boss in a big multiball. I kept the different color on the 4 lower lights because those modes are a little bit harder.


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#11 jpsalas

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Posted 25 August 2019 - 01:55 PM

Ball has a tendency to get stuck a bit on the lowest (nearest to player) of the bumpers. It's ok right now, since you don't have mechanicaltilt key check in the table yet. Still not 100% sold on the physics, or maybe it is me being too used to other tables. As you said. Don't like it, it can be easily changed. Thank you once again JP for a wonderful table ! Back to playing !

 

About the physics: I can't say either 100% if the new settings are better than the old ones. But to me the ball doesn't feel like it is made of rubber anymore. But stil it spins a lot, and it may change direction, but not as much as it did before. The flippers are completely different than before. I tried to find a setting in which the flipper didn't rebound too much when a ball comes down and hit it when it is up. I also wanted to get better and more controlled shooting angles. The high friction used to help in the old settings, but also it made the ball spin too much, that's why the playfield friction had to be very high to slow down the spin. It was like a vicious circle. I have actually spent the last 8 months testing the physics. And in April a member here, JLouLoulou, contacted me about a physics change, and it was very similar to my settings. So I continued testing and now I think they are good enough. Well, I don't say they are better than the old settings, they are simply different :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#12 CARLOSGUIZZO

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Posted 25 August 2019 - 08:48 PM

 

Can someone please make a cabinet pov for this table?
@stat

 

@CARLOSGUIZZO try this for cab POV:

 

serious_samii_pov.png

Thank you so much! :)


It's impossible only if you believe so. ;)


#13 crutch

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Posted 26 August 2019 - 06:03 PM

Thanks JP. Excellent table. Thanks robertms for the POV.



#14 Mr H

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Posted 27 August 2019 - 12:11 AM

Great work JP. The table layout is great. Impressive with all the coding too. That is what this community needs is a coding template. Chunks of code that forms modes, rules, scoring etc that people could copy and paste (basically but I'm aware it'd be a bit tricky than just that) what they wanted to help make originally tables. I'm great with visuals and modeling but coding - no good at all.



#15 CARLOSGUIZZO

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Posted 27 August 2019 - 11:10 PM

Is there already a B2S avaliable for this table?

It's impossible only if you believe so. ;)


#16 JonBaker

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Posted 28 August 2019 - 10:01 AM

My honest review:  A good effort.  It isn't as fast or exciting as any of the Serious Sam games which is a little disappointing, given how crazy those games are and how perfect the action would fit into a pinball game experience.  The game defiantly needed drop targets, lots of drop targets to mimic the advancing hordes of enemies.  And the music is poor, like an Egyptian themed video slot machine in a casino.  This theme needs heavy guitar rifts and big beats to get the blood pumping.

 

As with most VPX original games, it's fun for a few games and it's in my collection but I doubt I'll ever play it again.


Edited by JonBaker, 28 August 2019 - 10:01 AM.


#17 Thalamus

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Posted 28 August 2019 - 11:02 AM

That was a bit harse review I must say. It's not that, I love drop targets too, but, this game does not disappoint in that it has a lot of challenges. I'm still swearing at it even though it now easier than the previous table in the series. I can understand where you're coming from about the rough guitar music because of where this game theme originates. Personally though, I tend to get more easily bored listening to rough guitar riffs over and over. I however like the main theme sound from the previous version over this one, but, you know what. I can change that if I want to and so can you :) I'm enjoying this game very much. But, I'm still not sold on the flippers. In some ways the physics is better than the old version. What I'm looking for is better ball control, but, I know, because I've tried and failed miserably, Getting the ball to feel heavier, the flippers to respond snappy, not bouncing aggressively, just doesn't go along with what I'm looking for. I'm still hoping to see that we one day can do drop catches where the ball doesn't immediately roll off the flipper if you manage to time it right. That, and flipper tip passes is important. During multi-balls it is essential in order to make the mode last longer and the scores soar.


Edited by Thalamus, 28 August 2019 - 11:03 AM.

From now on. I won't help anyone here at VPF. Please ask Noah why that is.


#18 jpsalas

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Posted 28 August 2019 - 04:36 PM

I like all the reviews. I know the table could have had more "action", but it is not easy to put all that game action in a pinball game. One of my ideas was to add a lot of targets like those brothers in Ghostbusters, and bigger targets like the trolls in Medieval Madness, comin up from the playfield. But at the end I decided to make it similar to the first one, and go for the orbit and ramp shots, long shots instead of just precision shots. I think those suit better to a table with a lot of multiballs. Still there are a lot of targets to shot at. And the music gets more excited during the multiballs :) I too liked better the jungle music of the first one :)

 

Flipper physics have been always tricky in VP. In VPX are much better, but still there is room for improvement :) There are a lot of values to adjust, maybe we just need a wizard to find the right values :)


If you want to check my latest uploads then click on the image below:

 

vp.jpg

 

WIP? Cobra, Nuova Bell and Playbar tables, thanks to akiles50000 redrawings


#19 ivantba

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Posted 28 August 2019 - 06:27 PM

That's why you're one of the best visual pinball table makers JP! Even in the comments you don't see the criticism, but the constructive one! I like it! I love all your boards :) By the way, I thought I'd make a "Angry Serious Sam" version full of blood, chainsaw, battle noise, metal music, but then I dropped the idea because it's as good as it is! Greetings!



#20 CARLOSGUIZZO

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Posted 28 August 2019 - 06:41 PM

I like all the reviews. I know the table could have had more "action", but it is not easy to put all that game action in a pinball game. One of my ideas was to add a lot of targets like those brothers in Ghostbusters, and bigger targets like the trolls in Medieval Madness, comin up from the playfield. But at the end I decided to make it similar to the first one, and go for the orbit and ramp shots, long shots instead of just precision shots. I think those suit better to a table with a lot of multiballs. Still there are a lot of targets to shot at. And the music gets more excited during the multiballs :) I too liked better the jungle music of the first one :)

 

Flipper physics have been always tricky in VP. In VPX are much better, but still there is room for improvement :) There are a lot of values to adjust, maybe we just need a wizard to find the right values :)

This table is much fun. :)
Not even Jesus pleased everybody. You're the man, JP! :otvclap: 
I and other thousands of fans of your magnificent work are always waiting for your releases.
Keep up the good work, my friend! ;)
Greetings.

It's impossible only if you believe so. ;)






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