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Scarface - Original Table WIP


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#181 unclewilly

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Posted 06 January 2012 - 10:37 AM

Rascal you are the master ball manipulator.

You think you could send me a quick demo of the doll toy using balls. That would work nicely for the martian lock on big bang bar. Otherwise it'll be a lot of dropwalls.

I guess another good thing using balls is you could use pig transparency


sweet idea rascal

you are the master

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#182 unclewilly

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Posted 06 January 2012 - 01:07 PM

Maybe i don't need a demo, but can you answer me this.

To change the ball image do you have to destroy and then create a ball

the other question. If you have front and back deals set in the editor, how do you create the images without the front and back deals on the ball.

I should probably know this shouldn't i? wink.gif

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#183 kruge99

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Posted 06 January 2012 - 01:39 PM

QUOTE (unclewilly @ Jan 6 2012, 08:07 AM) <{POST_SNAPBACK}>
Maybe i don't need a demo, but can you answer me this.

To change the ball image do you have to destroy and then create a ball

the other question. If you have front and back deals set in the editor, how do you create the images without the front and back deals on the ball.

I should probably know this shouldn't i? wink.gif


It's probably something similar to how I change the ball image in High Speed:

CODE
'change the ball colour
Sub balltrigupper_Hit():ActiveBall.Image="ballgreen":End Sub
Sub balltriglower_Hit():ActiveBall.Image="ballred":End Sub
Sub balltrigblack1_Hit():ActiveBall.Image="ballgreen":End Sub
Sub balltrigblack2_Hit():ActiveBall.Image="ballblack":End Sub
Sub balltrigB_Hit():ActiveBall.Image="ballblack":End Sub
Sub balltrigY_Hit():ActiveBall.Image="ballyellow":End Sub
Sub Gate1_Hit():PlaySound "gate":ActiveBall.Image="ballblack":End Sub


-except that rascal is probably keeping track of the ball in a similar way that the B2B collision script keeps track of the ball(s) on the table.


Best Regards,
Todd.

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#184 rascal

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Posted 06 January 2012 - 05:55 PM

I don't use activeball because that is not permanent, I actually declare an object with a name.

Dim ball

Set ball = Kicker1.CreateBall
That way you can change settings on that object without it having to hit something to make it the activeball.

Here is the demo you wanted UW. Hope this helps.

Attached Files


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#185 T-800

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Posted 06 January 2012 - 06:04 PM

QUOTE (wildman @ Jan 6 2012, 04:26 AM) <{POST_SNAPBACK}>
QUOTE (rosve @ Jan 5 2012, 07:45 PM) <{POST_SNAPBACK}>
QUOTE (rascal @ Jan 5 2012, 11:36 PM) <{POST_SNAPBACK}>
Down side is, you can't move it to a second monitor for FS. So something else will have to be used for the DMD on the FS version. Possibly B2S.


I guess a B2S backglass could mimic your "ball" solution with XNA sprites.

I would love to see you pull this off Rosve if you did you would open up a new realm of possabiltys..To Cool dblthumb.gif Worship.gif dblthumb.gif


Call me ignorant, but how does the DMD for the recreated tables work? How is all that data processed and displayed and able to be dragged/dropped from one screen to another so easily? Is the code "locked" from us preventing originals from emulating the process in order to have a similarily functioning DMD? I had just assumed the stumbling block for most original tables from implementing a DMD was the shear volume of images and work needed just to make the DMD...

#186 unclewilly

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Posted 06 January 2012 - 07:24 PM

Thanks rascal.
You the man.

If you need help testing or anything, let me know

"it will all be ok in the end, if it's not ok, it's not the end"
 
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx

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#187 rascal

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Posted 07 January 2012 - 11:32 AM

QUOTE (T-800 @ Jan 6 2012, 12:04 PM) <{POST_SNAPBACK}>
Call me ignorant, but how does the DMD for the recreated tables work? How is all that data processed and displayed and able to be dragged/dropped from one screen to another so easily? Is the code "locked" from us preventing originals from emulating the process in order to have a similarily functioning DMD? I had just assumed the stumbling block for most original tables from implementing a DMD was the shear volume of images and work needed just to make the DMD...

Well those DMDs are actual dumped roms from real pinball machines, and are using vpinmame to emulate the processors and sound boards that they run on. The roms are compiled in a language that the emulated processor can interpret. So the roms are basically in compiled binary or machine language code that would be difficult to change.

It is possible to create your own rom set now with the P-ROC emulation, which can be programmed with a number of different languages like Python.
http://www.pinballcontrollers.com/

I would like to check out P-ROC programming at some point, but right now I'm making a simplier easier to use DMD for this game. Plus, I like to stretch VP to its limits, without including external or additional programs. A standalone original... at least for the 4:3 and WS versions. The cab version will have to use something else.

So back to the game WIP topic now shall we!

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#188 oooPLAYER1ooo

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Posted 08 January 2012 - 02:18 AM

LOL just checked out your ball animation demo rascal, that is one scary shape shifting baby

°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)つ◕_◕༽つ( ͡° ͜ʖ ͡°)





ozpin.gif


#189 JavaJack

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Posted 08 January 2012 - 03:36 AM

QUOTE (rascal @ Jan 7 2012, 06:32 AM) <{POST_SNAPBACK}>
It is possible to create your own rom set now with the P-ROC emulation, which can be programmed with a number of different languages like Python.
http://www.pinballcontrollers.com/

WOW. Hadn't seen that. Very cool.

Edited by JavaJack, 08 January 2012 - 03:37 AM.


#190 Eddie D'Orazio

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Posted 09 January 2012 - 02:11 AM

Table looking great.

Can't wait to try in my cab.

Keep up the great work guys.

#191 hassanchop

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Posted 10 January 2012 - 11:59 AM

back image done:

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#192 bolt

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Posted 10 January 2012 - 12:02 PM

Wow, great background

Wow, great background
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#193 gStAv

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Posted 10 January 2012 - 05:36 PM

+1

Great bg!! biggrin.gif *drool*

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#194 JAM0

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Posted 10 January 2012 - 06:15 PM

So there's the mountain of coke I was looking for dblthumb.gif

#195 hassanchop

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Posted 10 January 2012 - 07:18 PM

QUOTE (JAM0 @ Jan 10 2012, 06:15 PM) <{POST_SNAPBACK}>
So there's the mountain of coke I was looking for dblthumb.gif


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#196 wildman

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Posted 10 January 2012 - 09:46 PM

hassan.....chop chop chop chop pleasantry.gif looks cool chop nice job drinks.gif



 


#197 Aaron James

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Posted 11 January 2012 - 03:30 AM

Will there be music along with the game?

vpsig.jpg


#198 rascal

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Posted 11 January 2012 - 10:59 AM

QUOTE (Aaron James @ Jan 10 2012, 09:30 PM) <{POST_SNAPBACK}>
Will there be music along with the game?

Yes there will be music, we have the soundtrack to the movie and some other special tracks and loops. Not sure if we will have it all embedded in the table or have a separate music pack. Probably the music pack as the table is going to be huge with all the sights and sounds already collecting. At last save the table is already 47MB without music and without 90% of the DMD animation.

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#199 Aaron James

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Posted 11 January 2012 - 09:20 PM

QUOTE (rascal @ Jan 11 2012, 05:59 AM) <{POST_SNAPBACK}>
QUOTE (Aaron James @ Jan 10 2012, 09:30 PM) <{POST_SNAPBACK}>
Will there be music along with the game?

Yes there will be music, we have the soundtrack to the movie and some other special tracks and loops. Not sure if we will have it all embedded in the table or have a separate music pack. Probably the music pack as the table is going to be huge with all the sights and sounds already collecting. At last save the table is already 47MB without music and without 90% of the DMD animation.


Wow...this sounds like a winning table! You (and the team) should be working for jersey jack or stern! Worship.gif

vpsig.jpg


#200 kruge99

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Posted 12 January 2012 - 12:24 AM

QUOTE (Aaron James @ Jan 11 2012, 04:20 PM) <{POST_SNAPBACK}>
QUOTE (rascal @ Jan 11 2012, 05:59 AM) <{POST_SNAPBACK}>
QUOTE (Aaron James @ Jan 10 2012, 09:30 PM) <{POST_SNAPBACK}>
Will there be music along with the game?

Yes there will be music, we have the soundtrack to the movie and some other special tracks and loops. Not sure if we will have it all embedded in the table or have a separate music pack. Probably the music pack as the table is going to be huge with all the sights and sounds already collecting. At last save the table is already 47MB without music and without 90% of the DMD animation.


Wow...this sounds like a winning table! You (and the team) should be working for jersey jack or stern! Worship.gif


Oh yeah, so they can be told what features to take OUT of the table to make production cheaper? Hmmm, can't have that pile of coke on display! Get rid of that!!! LoL!! That machine gun? Not good for the kiddies! Get rid of that!!! ...and bleep out all that swearing!!! whtflag.gif Production values mean nothing to the almighty buck! wink.gif


Best Regards,
Todd.

p.s. if you can't read into the heavy sarcasm then you're reading the wrong forum post. wink.gif

[proud owner of a Williams Solar Fire]

- It's called "The American Dream" because you have to be asleep to believe it.
George Carlin
- Truly great madness cannot be achieved without significant intelligence.
Henrik Tikkanen
- "Reality check, Michelle, Talk about composure, Total lack of. He's a man-- About-- 12 Feet Tall--"
Carrie Kelly
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