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MPF - The Web, the adventure begins

MPF The_Web; WIP

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#1 mfuegemann

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Posted 08 October 2020 - 08:37 PM

Hi,

 

here are some news about my current project. In 1996 the PC pinball emulation "The Web" made me thinking, what it must be to play this machine in real life. Man, I loved that table.

Later I started creating tables in VP and the thought came back. So my Rugby table was the first try, if the general layout would be possible to rebuild in VP.

After that was completed successfully, I did the VP9/VPX conversion of "The Web", coding all missions, modes and features. The table had all the animations, sounds and music. This was a big step and I was able to play "The Web" on my cab.

 

Then I learned about the Mission Pinball Framework, a programming suite to code pinball game logic for real pinball control boards as P-Roc, Fast Pinball or Open Pinball Project.

The next step was to code the MPF-VPX bridge, as I was hesitant to buy real hardware and occupy a big part of my living space with all the parts and tools. Maybe the need to explain that to my wife was important too...

 

After some tries the bridge worked and the scene was set up for the adventure.

 

Now I started for real. I stripped my VPX "The Web" table (https://www.vpforums...&showfile=13092) from all game logic code and linked the switches, lights and coils to the config.yaml of my MPF project.

 

At first MPF had a learning curve with an inclination of about 90 degrees (called "brick wall"). You go from "all is working fine" to "full stop" within one change cycle. But after some time I got the base mode working and communicating with VPX. The mode concept is becoming more familiar and completing new steps becomes faster. 

I will post my progress here. The final goal is to build this as a real machine, once I have the game code completely converted.

 

Achieved so far:

- config.yaml complete, containig all switches, lights and coils

- VPX table complete with all table objects linked within the MPF communication Subs and the table layout adjusted towards a real pinball behaviour with needed flaps and gates (no artificial ball.destroy/create)

- possible under playfield trough layout developed. Some changes may be necessary for the real build

- base mode running with basic scoring rules. The ball is ejected, flippers flip and the holes eject the ball

- ball saver added - with animation

- kickback mode is working with right target activation and timer - with animation

- bumper deactivation on flipper_cancel

- bonus x is implemented - with animation

- power levels - with animation

- skill shot

- extra balls with animation

- super jets

- loop shots

- combos

- magnet

- quick dock

- explosion with some of the awards (video mode missing) 

- all missions and mission 7 with music

- ultimate showdown lights

- locks, "Take Your Pick" choice and 2-6 ball Fast Frenzy multiballs with music

- dock + Space Station multiball

- Quick Shot mode

- Combomania mode

- Super launcher

 

Under construction:

- Secret Mania

- music (30% left)

- animations (30% left)

 

To do:

- Ultimate Showdown

- video mode

- callouts

- bonus calculation

- highscore entry

 

Michael

 

Here is a screenshot of the working environment on one screen and a status overview of the table features.

Attached Files


Edited by mfuegemann, 05 November 2020 - 11:45 PM.


#2 gamemodder

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Posted 08 October 2020 - 10:56 PM

Thast a great idea. Also ive got all the pro pinball games. How did you get it in the a cabinet mode like view.

Edited by gamemodder, 08 October 2020 - 10:57 PM.


#3 mfuegemann

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Posted 08 October 2020 - 11:09 PM

Hi Gamemodder,

 

this is one of the portrait resolutions, availiable with the latest beta build. Once set up with the beta build, it can be used with prior versions too.



#4 freezy

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Posted 09 October 2020 - 11:53 AM

That's awesome. We're working on getting MPF into VPE as well. If you get all your game logic with MPF running, conversion will be peanuts. Looking forward to this!



#5 luvthatapex

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Posted 09 October 2020 - 02:11 PM

I love this Michael! I did this with our latest game Legends of Valhalla. While my partner developed the game in CAD and the mechs, I created a VPX table and used the P-ROC bridge  and skeletongame (as opposed to the MPF bridge) to build and test all logic/code/modes/animations/music, etc on my vpin cabinet. Then 2 years later, my partner built the 7 sample games. We are hoping to get more built but it was a great tool to develop a game virtually and test all modes/shots.

 

I won't kid you, it was a lot of work, but so rewarding! When we went to the real hardware most everything worked except ball locks, magnets and Thors Hammer (which is a solenoid based toy). I figured out the changes needed in the code to support these things and all worked out great. I will be following your journey!!!! I spoke with Jan (MPF developer) quite a bit and I recommend you join the MPF slack channel where you can chat in real time with other MPF builders and Jan.


Oh by the way, there was a company Crystal something that was making one of the pro pinball games into a real game - Time SHock if I recall. I know they are still working on it and progress has stalled. Its been in development for about 5 years.... I know lots of people were following the progress.



#6 gamemodder

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Posted 09 October 2020 - 04:05 PM

mfuegemann the latest beta build of what? will it work for my windows 98?



#7 chepas

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Posted 09 October 2020 - 11:13 PM

That's awesome. We're working on getting MPF into VPE as well. If you get all your game logic with MPF running, conversion will be peanuts. Looking forward to this!

Why MPF? Yaml config, Python with kivvy UI. The .net proc is better as far as you're concerned if you're implementing into Unity.

 

There are zero commercial games with MPF? Many more built pyprocgame / skeleton game.


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#8 freezy

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Posted 10 October 2020 - 01:21 PM

MPF is very well maintained and documented.

 

Didn't say there will be no support for pyproc though ;)



#9 mfuegemann

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Posted 10 October 2020 - 06:45 PM

Hi chepas,

 

the reason to go for MPF is that it is just working and working with a lot of different hardware. And maybe it was the first framework I got in contact with, talking to some Dutch guys, that are building a Minions pinball.

At this point I am not sure, if I go for "Fast" or "OPP". It may be decided on availiabilty (here in Europe) and effort (OPP).

I do love the work with frameworks, using the gains and testing out their limits. It is as with VP if it comes to tables like Junk Yard or Ice Cold Beer.

My intention is not to build a commercial project, so everything is fine as long as it works for me.

 

Thank You for Your input. If, at some point, I am hitting a wall, I can now look into an alternative solution.

 

Michael



#10 mfuegemann

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Posted 10 October 2020 - 06:56 PM

I love this Michael! I did this with our latest game Legends of Valhalla. While my partner developed the game in CAD and the mechs, I created a VPX table and used the P-ROC bridge  and skeletongame (as opposed to the MPF bridge) to build and test all logic/code/modes/animations/music, etc on my vpin cabinet. Then 2 years later, my partner built the 7 sample games. We are hoping to get more built but it was a great tool to develop a game virtually and test all modes/shots.

 

I won't kid you, it was a lot of work, but so rewarding! When we went to the real hardware most everything worked except ball locks, magnets and Thors Hammer (which is a solenoid based toy). I figured out the changes needed in the code to support these things and all worked out great. I will be following your journey!!!! I spoke with Jan (MPF developer) quite a bit and I recommend you join the MPF slack channel where you can chat in real time with other MPF builders and Jan.


Oh by the way, there was a company Crystal something that was making one of the pro pinball games into a real game - Time SHock if I recall. I know they are still working on it and progress has stalled. Its been in development for about 5 years.... I know lots of people were following the progress.

Hi Luv,

 

I do love the things You are creating together with Scott. It is awesome and inspiring, although it will be hard to play one of Your tables in real life for me. I was in contact with Jan during the development of the VPX bridge and it is a great community at the slack channel. For me it is sometimes too much input to follow all the discussions, though. 

I do think that "The Web" is just right for a one-man-project. The rule set is not too deep and with my VPX table, I already have a head start. Timeshock is a great table (from the same PC game developer as "The Web") and I would love to see it built, but for me it is almost too complex.

 

Good luck with LOV and maybe You will make it towards a production run - I would love to buy one!

Michael


Edited by mfuegemann, 10 October 2020 - 09:57 PM.


#11 chepas

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Posted 12 October 2020 - 11:46 AM

MPF is very well maintained and documented.

 

Didn't say there will be no support for pyproc though ;)

 

It was well documented from the get go but built on pyprocgame so that saved time. I was mentioning "NET PROC" not pyprocgame. Seeing as you are using C# Unity, .NET PROC seems logical choice instead of integrating controllers or whatnot for python.
 


Hi chepas,

 

the reason to go for MPF is that it is just working and working with a lot of different hardware. And maybe it was the first framework I got in contact with, talking to some Dutch guys, that are building a Minions pinball.

At this point I am not sure, if I go for "Fast" or "OPP". It may be decided on availiabilty (here in Europe) and effort (OPP).

I do love the work with frameworks, using the gains and testing out their limits. It is as with VP if it comes to tables like Junk Yard or Ice Cold Beer.

My intention is not to build a commercial project, so everything is fine as long as it works for me.

 

Thank You for Your input. If, at some point, I am hitting a wall, I can now look into an alternative solution.

 

Michael

I was suggesting to freezy NET PROCGAME C#, not what was better than the other. You won't be able to use NET PROC unless you know what you're doing anyway. SkeletonGame is your alternative.


Bump maps are the new auto-tune :BDH:
VPX - RSS Updates ---- blog.flippingflips.xyz/en/ -- Visual Pinball No.1 (2021) . Est.2000


#12 freezy

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Posted 12 October 2020 - 12:12 PM

I was mentioning "NET PROC" not pyprocgame.

Got a link?

 

In any case it's not a "X instead of Y". We're still doing proof-of-concepts and MPF is a good candidate.



#13 mfuegemann

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Posted 12 October 2020 - 06:10 PM

Hi chepas,

 

the Skeleton Game was exactly the thing that inspired me to build the MFP-VPX bridge. I am somewhat good in building tables in VP and wanted to take this over to creating real world pinball machines. For me the option to test all the game modes with a Visual Pinball table was priority.

So the MPF-VPX bridge is a second option for the guys out there that want to build. And as far as I am concerned, it is working quite well.

 

Michael



#14 mfuegemann

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Posted 14 October 2020 - 07:39 AM

First post updated. Meanwhile I re-measured and calculated the playfield. I will go for WPC widebody dimensions with 23.25x46 inches. The vpx table has been updated to the slightly changed dimensions and all is working still/again.

I tried out some inductive switches and they are working really well, saving me the hassle of routing the narrow slits. The plan is to use a 3mm polycarbonate playfield surface (as Juegos Populares used in their tables) with  plywood underneath.

No insert plastics.

But it will be a while until I am ordering the materials. 



#15 mfuegemann

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Posted 21 October 2020 - 07:23 PM

Just a short update. While checking out my hardware options, I added the first multiball and had my first design change. MPF does not like direct transfers from a ball lock to the drain/trough. So I will eject docked balls (right ramp) onto the playfield (right VUK) and not to the plunger lane. The left VUK may have to go down a bit toward the outlane too, as the magnet and upper flipper crowd the under-playfield area already.

Missions light cycling and 7th mission running lights are done. The real missions are next.



#16 mfuegemann

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Posted 26 October 2020 - 05:14 PM

First post updated. Two missions have been added, which lead to some changes of the base modes and configurations. But the second mission took only a fraction of time to complete, compared to the first one.



#17 mfuegemann

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Posted 27 October 2020 - 08:52 PM

Three more missions complete. Skyscraper is a bit more challenging with the running lights animation and 6th floor option.

I received the new normally closed inductive switches and I am disappointed. They operate only from 14V upwards in a stable way. So maybe I revert to the normally open switches, I tried before.



#18 luvthatapex

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Posted 27 October 2020 - 09:31 PM

or you can use optos......

 

Three more missions complete. Skyscraper is a bit more challenging with the running lights animation and 6th floor option.

I received the new normally closed inductive switches and I am disappointed. They operate only from 14V upwards in a stable way. So maybe I revert to the normally open switches, I tried before.



#19 mfuegemann

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Posted 28 October 2020 - 08:43 PM

Hi Luv,

 

I would like to use the inductive switches as I do like the technology. Optos are not feasable for all playfield areas, though.

 

Meanwhile I did the last missions and the center ultimate showdown lights with the start event for ultimate showdown. 

 

Michael



#20 mfuegemann

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Posted 29 October 2020 - 10:58 PM

I added the music player for attract mode, base mode and the missions. The tracks are played by priority and stopped/restarted when they should.







Also tagged with one or more of these keywords: MPF, The_Web;, WIP