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Zombie Machine


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#181 T-800

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Posted 20 July 2012 - 01:14 AM

Awesome job monicle. You're layout looks really fun and I really like your style of art. The way you transition the 3D zombie head with the 2D playfield art is well done (which is something very hard to do!). Looking forward to playing this game when it's finished.

#182 maceman

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Posted 20 July 2012 - 01:39 AM

...instead of hills in that back corner, how about one of these smile.gif

http://www.turbosqui...x.cfm/ID/526661

smile.gif smile.gif smile.gif
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#183 Joe

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Posted 20 July 2012 - 01:42 AM

QUOTE (monicle @ Jul 17 2012, 12:04 AM) <{POST_SNAPBACK}>
ok so apparently Im going to have to drop the sound quality on my wav files a bit. Currently sits at 74MB. I tried to do this with music mp3 files but coulnt get mp3 files to play on anyones tables, not just mine. so I dont think its my code but just my computer or something.
Anyways check it out and see what you think so far.

http://speedy.sh/FnAEX/zombie-r0-8.zip

try zip7 or rar to get it smaller without cutting the sound down.

#184 ICPjuggla

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Posted 20 July 2012 - 03:00 AM

A grave yard would look cool in the back corner! Maybe have some zombies poping out of some of the graves! This table is looking sweet by the way! Haven't read though the whole thred but will there be a full screen version?

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#185 monicle

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Posted 20 July 2012 - 03:22 AM

Thanks man, btw you've seriously raised the bar for original tables smile.gif. Maybe we can do a collab sometime.

QUOTE (T-800 @ Jul 20 2012, 01:14 AM) <{POST_SNAPBACK}>
Awesome job monicle. You're layout looks really fun and I really like your style of art. The way you transition the 3D zombie head with the 2D playfield art is well done (which is something very hard to do!). Looking forward to playing this game when it's finished.



I did promise to do a FS version but not right away. I'm itching to start my next table. Honestly it wont take much at all to go full screen since basically all but the zombie head are truely built in VP. I'm digging the graveyard idea and I think it fits the bill quite nicely. I plan to put a good chunk of time in over the weekend. I'm thinking this will be finished and ready for release within the next week.
QUOTE (ICPjuggla @ Jul 20 2012, 03:00 AM) <{POST_SNAPBACK}>
A grave yard would look cool in the back corner! Maybe have some zombies poping out of some of the graves! This table is looking sweet by the way! Haven't read though the whole thred but will there be a full screen version?



#186 Bob5453

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Posted 20 July 2012 - 04:34 AM

Oh, I forgot to say the word ZOMBIE on the table is just screaming to be 6 lights, maybe blood red in color. Even work them into the events and maybe award an addaball or multiball when ZOMBIE is all lit up.

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#187 oldskoolgamer

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Posted 20 July 2012 - 04:45 AM

QUOTE (Bob5453 @ Jul 20 2012, 04:34 AM) <{POST_SNAPBACK}>
Oh, I forgot to say the word ZOMBIE on the table is just screaming to be 6 lights, maybe blood red in color. Even work them into the events and maybe award an addaball or multiball when ZOMBIE is all lit up.


Nice Bob I like that thought very much as well!! biggrin.gif
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#188 faralos

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Posted 20 July 2012 - 12:44 PM

QUOTE (Joe @ Jul 19 2012, 09:42 PM) <{POST_SNAPBACK}>
QUOTE (monicle @ Jul 17 2012, 12:04 AM) <{POST_SNAPBACK}>
ok so apparently Im going to have to drop the sound quality on my wav files a bit. Currently sits at 74MB. I tried to do this with music mp3 files but coulnt get mp3 files to play on anyones tables, not just mine. so I dont think its my code but just my computer or something.
Anyways check it out and see what you think so far.

http://speedy.sh/FnAEX/zombie-r0-8.zip

try zip7 or rar to get it smaller without cutting the sound down.


I don't think you understand what he is trying to do
the zip file ain't the problem, he is talking of the actual music file sizes
the zip table file is okay it is the sound files that are huge
I am taking each sound effect and trying to make them smaller
to keep the actual table file size down
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
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#189 monicle

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Posted 20 July 2012 - 01:13 PM

They already are lights but they are currently white smile.gif. Once you lock 2 balls in the church a barricade drop target goes up. when you hit that drop target it lights up those letters 2 at a time. Once youve spelled out zombie, the barricade goes down and you can shoot the church again for 3 ball multiball.


QUOTE (Bob5453 @ Jul 20 2012, 04:34 AM) <{POST_SNAPBACK}>
Oh, I forgot to say the word ZOMBIE on the table is just screaming to be 6 lights, maybe blood red in color. Even work them into the events and maybe award an addaball or multiball when ZOMBIE is all lit up.

Edited by monicle, 20 July 2012 - 01:18 PM.


#190 monicle

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Posted 21 July 2012 - 02:42 PM

It's crazy how different a table feels with sounds and music

#191 Decidetto

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Posted 21 July 2012 - 02:50 PM

It's looking absolutely fabulous! The hillside in the back right is also a great idea.

I'm downloading the WIP right now smile.gif

I see that you followed my suggestions about the flippers and the habitrail next to the well as well!
Though I have to say this: if you don't fully agree with what I'm saying, don't implement it!
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#192 monicle

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Posted 21 July 2012 - 03:23 PM

Don't worry, if I didn't I wouldn't smile.gif

QUOTE (Decidetto @ Jul 21 2012, 02:50 PM) <{POST_SNAPBACK}>
It's looking absolutely fabulous! The hillside in the back right is also a great idea.

I'm downloading the WIP right now smile.gif

I see that you followed my suggestions about the flippers and the habitrail next to the well as well!
Though I have to say this: if you don't fully agree with what I'm saying, don't implement it!



#193 faralos

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Posted 21 July 2012 - 07:10 PM

Monicle, if I knew you were this talented
I would have lit the fire under yer butt sooner rolleyes.gif
great job so far I love all the little building details too
like lights and rails for the church
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
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#194 monicle

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Posted 21 July 2012 - 10:22 PM

in case anyone was wondering, doing the full 9.1.2 install resolved the music issue.

#195 Bob5453

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Posted 22 July 2012 - 04:22 AM

QUOTE (monicle @ Jul 21 2012, 06:22 PM) <{POST_SNAPBACK}>
in case anyone was wondering, doing the full 9.1.2 install resolved the music issue.


Excellent! otvclap.gif

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#196 monicle

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Posted 26 July 2012 - 02:11 PM

some good progress made last night. A couple more sounds and light events and then Ill just need some people to put a few games through it to check for bugs. Any volunteers?
Also Im half considering converting the table to use wizardhat's display to look more authentic. Not sure what all will be involved but Im looking into it.

Edited by monicle, 26 July 2012 - 02:15 PM.


#197 monicle

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Posted 27 July 2012 - 09:28 PM

for anyone interested here is the Beta. Please put a few games through and report any bugs that you may find or anything else you want to say.
Artwork is at about 95% complete. Sounds are about 95% complete. and light events are about 75% complete.
After its 100% im going to work on reducing the size of the whole package. right now its just under 30m.

http://speedy.sh/Qh5X5/zombie.zip

#198 destruk

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Posted 27 July 2012 - 10:52 PM

You can reduce the number of ramps used in the table by deleting the ramps used for posts that will never be seen. Group-select the top half of each post and press delete.
In this case that'd remove 88 ramps from the four lower sling posts.

Hardcoding interface keys isn't a good idea - so you could change -
If keycode = 2 Then

to
If keycode = StartGameKey Then


and
If keycode = 4 Then

to
If keycode = AddCreditkey Then


That way the player would use the keys in VP's key preferences window.
The framerate can be improved by reducing the number of alpha ramps without sacrificing the quality rendering of the table - go through each ramp you have and determine which ones truly require alpha rendering.
I don't notice a visual difference by changing ramp423, ramp433 and ramp434 to acrylic - for instance. To get smooth gameplay on this table I need to change about 20 alpha ramps to solid or acrylic.

Edited by destruk, 27 July 2012 - 10:52 PM.

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#199 maceman

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Posted 28 July 2012 - 03:36 AM

...just got back from a week at the cottage. What a pleasant surprise!
You've been busy smile.gif

Excellent with the sounds. I am not a huge fan of the main soundtrack at the 0:27 mark however, when the drone kicks in. Just my opinion and i hope that doesn't offend anyone involved.... I would probably looped the stuff before that, which sounds better suited to my ears. I just don't like whatever that is that kicks in there, some synth setting of sorts.... smile.gif

Love the lines on this table. I am seeing some studder on my laptop on this revision, so hopefully you will consider Destruk's comments above in regards to that. Then i can try the table more deeply. Such an excellent job!

cheers,
Maceman

ps. Glad to hear you got your sound working on your system. That would have been a bother without for sure.




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#200 monicle

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Posted 28 July 2012 - 01:33 PM

Yeah I definitely have some optimizing to do. I honestly didn't know about the flipper keys and whatnot but thats a painless change.

As for the music, Im using songs from the old super castlevania game. It's not the music I would use if I could make music myself but it's the closest thing I could find when I was searching.