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Star Wars 2017 Stern inspired -graphics needed


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#1 llyrric

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Posted 12 March 2022 - 03:59 AM

I decided to spend some hobby time learning how to make a table.  I wanted to work on a table that was already built because I was mostly interested in the programming piece(not a programmer, but I have taught myself a couple of languages over the years as a hobby).  So I found the R2D2 stern table and decided to have at it.  I have been programming it for a couple of weeks now and have managed to get most of the world sub modes in. A couple of very short play videos linked.  

 

I was wondering if anyone has assets for this game.  I am taking a lot of inspiration from the Stern game, but it wont be a one for one copy( I am definitely changing how the multipliers work. But the assets that came with the R2-D2 table are lacking.  Everything is based on the single playfield image which includes the ramps and toys on it.  I'm wondering if anyone has better playfield scans or has the skills to take the included playfield file and photoshop out the crap that shouldn't be there(like the flipper images on the playfield and the inserts, etc...).  I don't have those skills.  I have never built a table before and the graphics part is one area I don't really have a lot of expertise. 

 

https://www.youtube....ab_channel=RobE

 

https://www.youtube....ab_channel=RobE


Edited by llyrric, 12 March 2022 - 04:00 AM.


#2 llyrric

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Posted 17 March 2022 - 09:09 PM

Some new video footage.  All 4 world modes are all in.  Character selection is in. Hyperspace and Escape Boba Fett is in.  Lots of playtesting to do still fixing errors.

 

 

https://www.youtube....ab_channel=RobE

 

 



#3 Karatsu

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Posted 18 March 2022 - 01:00 AM

This looks awesome! Wish I could be of help, but I am looking forward to playing the table when it's complete. Nice work!



#4 oooPLAYER1ooo

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Posted 18 March 2022 - 10:53 AM

My brother owns an l.e I can get some of those missing plastic pictures next time I'm there

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ozpin.gif


#5 rjclarkee

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Posted 18 March 2022 - 02:30 PM

mad skills...well done !!



#6 jpsalas

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Posted 19 March 2022 - 09:35 AM

Looking good! :)


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


#7 bigus1

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Posted 19 March 2022 - 11:01 AM

There's a playfield scan from EBisLIT here - http://ebislit.com/

Says there's a few holes wrong but otherwise it's good :)



#8 BrandonLaw

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Posted 19 March 2022 - 03:02 PM

Eb is the absolute KING of stiches and having PF's.  This dude is doing God's work (as far as VPin is concerned :otvclap: )

 

but...just think if it could be cleaned up even moreeeeee.  Welp...here you go. 

 

 

(LINK)

 

 

2022-03-1910_55_48-window.png


Edited by BrandonLaw, 19 March 2022 - 03:02 PM.

"S...O...S"  /repeat


#9 llyrric

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Posted 05 April 2022 - 09:38 PM

New update.  Added a new playfield and tweaked the table to match.  Decided to add the moving multiplier shots.  Fixed alot of modes, I was using some old version before apparently.  Still a few character specific modes I need to work on.  Added the path selection.  Added a bunch of table high scores to save. Coming along nicely.  May be releasing a limited run in the not too distant future to get some more feedback on bugs and fixes.  Still need to get better upper plastic images and if anyone wants to help with ramps, please let me know.  I have not done any 3d editing before. Only major table rule code feature left is a few specific modes, final wizard mode and the video mode.  If anyone has details of using PUP to execute the video mode, please let me know, my attempts to get into the orbital pinball Facebook Group have gone nowhere to ask Scotty Wick. 

 

https://www.youtube....ab_channel=RobE



#10 mrjcrane

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Posted 06 April 2022 - 01:39 AM

Good luck!!, great theme, like the design a lot, can't wait to try.



#11 TT11

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Posted 06 April 2022 - 05:15 AM

Keep going - Great work so far!



#12 wiesshund

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Posted 06 April 2022 - 07:09 AM

I cant play as Jabba the Hut?


If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways

Spend it on Hookers and Blow


#13 brefreez

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Posted 06 April 2022 - 03:46 PM

Amazing job, wish I had the patience to do that. Your work is definitely appreciated that's for sure.



#14 bolt

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Posted 06 April 2022 - 04:59 PM

Looks very good.


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#15 llyrric

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Posted 09 October 2022 - 04:58 PM

New progress video. After about a 4 month break, I've been working on this again the past 1-2 months.  Talk about some of the stuff I've been working on in the vid.

 

 



#16 danomyte

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Posted 10 February 2023 - 07:15 PM

Anything new on this?



#17 brianhornung

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Posted 06 May 2023 - 06:17 PM

I'm excited for this.  Looking amazing.  Keep up the good work.  I look forward to playing this.



#18 llyrric

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Posted 04 July 2025 - 03:57 PM

I have some table rules Questions for anyone who owns this machine or has played it a ton. I have found several code explanations online, but none of them are truly complete enough to write an accurate script.  If anyone can answer some of these, I would be greatful.
 

-How many tie targets are lit at once(it apears to be 2)? Does it depend on the current table multiplier? Do they switch when hit or on a timer?

- Do the roving force target skill shot stay on even after you hit other items on the table, and only stops when you hit a force target? So you could be playing for a minute and the skill shot is still available?

-There are so many differing rules online- Is this the most recent set of rules?https://tiltforums.c...-rulesheet/2812
-The goal of Victory Multiball is to complete 6 major shots for big points, and to collect medals (bronze - silver - gold). Medals determine the points scored at the start of Jedi Multiball, which can potentially be a very high-scoring collect. Anyone know how many points you get roughly per medal?
-Do tie fighters destroyed during tie fighter assault count towards your tie fighter total, I feel like I have seen videos where both happen, so maybe the code changed

-If you have multiple planet modes lit(i.e. Hoth and Endor) and you hit Endor(left ramp) for example. If you choose to play just the Hoth mode(say the Hoth video mode for example), which planet mode light does it turn off after you have completed the Hoth video sub mode, Endor light or Hoth light?



#19 ralfinger

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Posted 09 July 2025 - 02:39 PM

Looks great! Very happy to see this project is still alive! Maybe I have a bit time to answer a couple of your questions by playing a machine which is close by. Hopefully others will chime in!

#20 ralfinger

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Posted 19 July 2025 - 04:12 PM

Have you tried ChaGPT to answer your questions? I ran your first question reg Tie Targets through it and this is the result:

Sure! The *Stern Star Wars Pinball* machine has a feature with TIE Fighter targets that play a significant role in the gameplay. Here's a breakdown of your questions:

### 1. **How many TIE targets are lit at once?**

* **Typically, 2 TIE Fighter targets are lit at once.** This is the most common scenario, especially when you’re trying to hit them to advance certain objectives in the game. These targets are often part of specific modes or objectives.

### 2. **Does it depend on the current table multiplier?**

* **No, the number of TIE targets lit doesn't typically depend on the table multiplier.** The multiplier can affect scoring, but the number of lit TIE targets is usually determined by the current mode or objective you are playing. For example, hitting certain targets or completing specific missions might light up the TIE Fighters, independent of the multiplier.

### 3. **Do they switch when hit or on a timer?**

* **The TIE Fighter targets generally switch based on certain conditions.** For example:

* If you're in a specific mode (like the *TIE Fighter Attack* mode), hitting a lit TIE target will often cause it to switch to a different target or position.
* Some TIE targets may also switch based on a timer (for example, a rotating target might be part of a timed objective).
* In some cases, the targets may switch as part of a larger gameplay mechanic, where you need to hit them in a certain sequence or within a time limit to score points or activate other features.

So, while the targets are typically lit two at a time, they don’t depend on the multiplier for how many are lit, but they can switch based on either hitting them or time-based changes. Does that line up with what you're seeing in your gameplay?