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Capcom Kingpin WIP


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#181 freneticamnesic

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Posted 12 April 2015 - 12:16 AM

Hotel lex is looking good too... very exciting



#182 ICPjuggla

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Posted 12 April 2015 - 12:37 AM

I think you'll be pleased fren. Once we get the ramps in I'll send you the latest wip. :-)

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#183 Shadowsclassic

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Posted 12 April 2015 - 12:43 AM

Holy crap, are those really screen shots and not the actual table?  :JawDrop:



#184 freneticamnesic

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Posted 12 April 2015 - 12:44 AM

Holy crap, are those really screen shots and not the actual table?  :JawDrop:

 

think those are rendered in his 3d program, not vp :)



#185 ICPjuggla

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Posted 12 April 2015 - 03:10 AM

Yes rendered in darks program but will look just as good in our table!

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#186 zany

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Posted 12 April 2015 - 01:26 PM

The ramp transparency looks way better now! :D 
This will be a really nice table!!!



#187 vampirolatino2

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Posted 12 April 2015 - 10:27 PM

Here is the WIP in the art department (using an old WIP table, don't pay attention to missing or fup objects) using it as visual reference.

 

Welcome to the BIG CITY Kid!: https://drive.google...iew?usp=sharing

 

updated link with today 2 hours drawing.

 

Comments and suggestions are welcome, we evaluate them and change anything if possible. At the end this is for OUR (all of us) enjoyment ;)

 

:otvclap:


Edited by vampirolatino2, 13 April 2015 - 03:33 AM.


#188 Coindropper

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Posted 15 April 2015 - 05:11 PM

Wow, looks really good! Keep up the great work!

#189 gStAv

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Posted 15 April 2015 - 05:21 PM

wow! This looks smashin' guys!  :otvclap:  :otvclap:


3rs054-6.png


#190 randr

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Posted 15 April 2015 - 05:27 PM

Nice! What's taking so long!?! Gosh! J/k ;)

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#191 blashyrk

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Posted 15 April 2015 - 05:46 PM

Go the pimps ;)

#192 edizzle

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Posted 15 April 2015 - 06:09 PM

I'm really REALLY looking forward to this one.  And then Pinball Magic in the works, and the Capcom pinball library will be complete!  Have you guys thought about out how to handle the power meter flipper strength adjustments?



#193 freneticamnesic

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Posted 15 April 2015 - 11:35 PM

No, ignoring that issue until I'm forced to face reality.



#194 baloo42

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Posted 15 April 2015 - 11:51 PM

These are quite some screenshots unclereamus. Your work shouts out with realism, real tangibility.


lotr_leftside1.jpglotr_rightside0.jpg

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#195 dark

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Posted 16 April 2015 - 01:25 AM

QUOTE (TheMcD @ Nov 19 2009, 10:37 AM) <{POST_SNAPBACK}>
That makes me wonder: Whenever I played the older table, things really didn't seem to work like they were supposed to.

Fr'instance, that "Sudden Death"-esque mode at the end was supposed to have the flippers die at the end of it, but I could keep playing.

Was that a ROM fault (prototype stuff)?


The Sudden Death mode does not work because the power to the flippers is electronically controlled. In the real game, the flippes get weaker in sudden death... I do not believe this is possible in VP or in the VPM emulation.
There were some other problems with the old version that are now fixed; such as the back gates and the direction that locked balls are released durring multiball. There were also a few flashers and lights mixed up.

This version will feel more complete, despite the lack of the sudden death feature. We'll just all have to use our honest flipper fingers when time runs out smile.gif

 

 

Well UncleReamus didn't seem to think it was possible to do the flipper strength effect at the time, has anything changed since then that could maybe make it happen?



#196 vampirolatino2

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Posted 16 April 2015 - 03:10 AM

I know you guys will think about something ;)


Maybe sends parameters to the flippers when that part of the rom is activated? and then back to normal when it's off.



#197 freneticamnesic

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Posted 16 April 2015 - 04:26 AM

Just off the top of my head....

You can't just see that it's in Sudden Death from the ROM, you need an indicator. In this instance, the playfield has lights that say SUDDEN DEATH. You monitor those to track sudden death mode.

That being said, I doubt you can control flipper strength via script, and that's probably where the issue was. Immediately, the only workaround I have for that is having 10 flippers on the left and 10 on the right. LeftFlipper10 is the full strength flipper, LeftFlipper1 is the weakest flipper. Based on the lights on the playfield, you start disabling LeftFlipper10 through 1 until the lights go off and then you kill the flippers.

 

The flippers are all the same size in the same location and you can only see one, you would never see flippers getting disabled, they'd all be invisible and all you'd see is a primitive flipper. Flipper10 is the flipper you play most of the game with. When the game is in sudden death mode, then based on the playfield lights in the power meter (I think there's 10) you just enable/disable flippers based on the lights. If all 10 lights are lit, you are playing with flippers at 100% (Flipper10, ie. strength 2000), if 9 lights are lit, you play at 90% (Flipper9 ie. strength 1800), if 8 lights, 80% (Flipper8 ie. strength 1600) etc. 

 

If anyone familiar with the game can confirm that this is how it works, then it's certainly possible. If I'm missing something, let me know.

 

That's just my quick and dirty hypothesis.


Edited by freneticamnesic, 16 April 2015 - 04:30 AM.


#198 jimmyfingers

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Posted 16 April 2015 - 04:35 AM

You can indeed control flipper strength and other parameters during game play in the script - that's what I utilized when I created my flipper tap code.  One problem is that since VP PhysMod and the flipper changes (including the latest VP10 betas) the flipper parameters control via script is disconnected / broken.   I think it was something temporary that Mukuste had done with all the flipper rework in the PhysMod branch but never got rewired / returned to the previous functionality.  In these PM5 / VP10 script modifications of flipper parameters does actually change value of the flipper parameter in question and can be verified via a textbox, but the value does not apparently get read back or have any effect on the flippers.  For VP 9.1.1 it still works as it should.  



#199 freneticamnesic

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Posted 16 April 2015 - 04:39 AM

Thanks jimmyfingers, never knew that. That would certainly be easier than having all those flippers I threatened to put on the table. I'll ask about having it added back in the VP10 Beta thread



#200 vampirolatino2

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Posted 16 April 2015 - 06:38 AM

Awesome! Smart people around here :) I know it can be done.

:dblthumb: