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WOOLY (Wrath of Olympus) - Original W.I.P.


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#21 hassanchop

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Posted 07 February 2012 - 09:34 AM

wow! again, great job!
looks like this one is gonna be a great original smile.gif
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#22 luvthatapex

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Posted 07 February 2012 - 11:33 AM

Very cool design. It sure looks tough to get upto ZEUS!
Looking forward to seeing the table progress. Well done!

QUOTE (T-800 @ Feb 6 2012, 05:40 PM) <{POST_SNAPBACK}>
Got a few more of the plastics done. Having some transparency issues with the ramps, leaving them hidden for now. Also "borrowed" the apron from Addams family to have as a placeholder...




#23 Nick Warcholak

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Posted 07 February 2012 - 01:09 PM

Great choice of theme and looking good. I never get tired of Greek myths.

#24 T-800

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Posted 07 February 2012 - 04:09 PM

Thanks everybody for the comments; continues to be a fun project and good learning experience.... The ZEUS upper playfield shot is pretty analogous to the Addams Family ramp shot - a decent left orbit shot puts the ball nicely in position for the right upper flipper to hit the ramp... If you miss right you get another small orbit similar to The Getaway, and if you miss left you'll either hit a drop target or go into the "labrynth." Depending on gameplay that will yield either a lock, start a mode, or the ball will kick out from a random location...

#25 T-800

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Posted 11 February 2012 - 08:22 PM

Attached File  wooly5.jpg   486.79KB   91 downloads

Slight bit more progress. Any advice on creating the bend in the wire ramp located right in the middle above the center plastic where the big gray box currently is? I've seen a few people just use an image overlay to simulate the bend... Hoping for a more elegant solution...

#26 T-800

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Posted 13 February 2012 - 02:13 AM

Attached File  wooly6.jpg   494.19KB   122 downloads

Found a slight work around on the middle wire section... Also added the main "toy" from an image I found online. Any 3D modellers out there wanna take a stab at rendering a new Zeus for me I'd really appreciate it! Also placed some flashers on the table to start laying out how the lighting and "lightning" will play out...


#27 Zablon

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Posted 13 February 2012 - 02:38 AM

This is looking to be a really cool table!

#28 Joe

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Posted 14 February 2012 - 04:20 AM

cool what is with the left ramp?

#29 gStAv

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Posted 14 February 2012 - 09:20 AM

This looks incredible T8! biggrin.gif
Very professional! biggrin.gif

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#30 JAM0

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Posted 14 February 2012 - 01:53 PM

Awesome dude!

#31 T-800

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Posted 14 March 2012 - 09:23 PM

Been a little pre-occupied with other things lately, but managed to get a little more done.... Plastics are finished, most of the target textures done. Just need to shuffle around some of the playfield text and clean all of that up. Then it's on to getting the ramps to the proper transparency and finally coding (someone very, very, very, awesome at table creating and coding mentioned he'd help me out with that part...). At least I have the rule set all written out! Hopefully that part goes smoothly...

FYI - the left ramp is going to have a diverter that rotates as the ball hits it, alternating left and right depending on the last pass of the ball (similar to excalibur).

Overall, not a lot of bells and whistles on the game, but it should play fast with a good feeling of flow with each of the modes posing specific challenges and strategy.
Attached File  wooly7.jpg   402.02KB   123 downloads

#32 faralos

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Posted 15 March 2012 - 03:58 PM

wow Zeus looks fantastic as does that (terminator?) skull
great work on the plastics too and as for bells and whistles
this pin has all of that and more just going by its looks
so how much longer are ya' going to continue to tease us?
"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.”
----Steve Jobs


#33 T-800

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Posted 18 March 2012 - 06:22 AM

So... I'm totally confused... I've never been able to duplicate a semi-transparent ramp in any of the table builds I've been working on. Although all the other tables that have semi-transparent ramps seem to play and render like they're supposed to. Tonight for some reason I decided to try getting the transparency to work, and low and behold this time they worked applying the same techniques I used before. Is this just some glitchy thing with the graphics card in my laptop? Why one day it'll work and another it doesn't confuses the heck out of me. To top it off, even though it "worked" there are still issues on some of the elevated walls I'm using that need transparency. Reference the image below - the left ramp for some reason makes the plastic underneath it disappear, the rear portion of that ramp makes the wall under the plastic disappear, and then the flat wall on the right ramp doesn't even render as semi-transparent even though it's the same texture. Thoughts?? Comments?

Attached File  wooly8.jpg   468.35KB   138 downloads

#34 oldskoolgamer

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Posted 18 March 2012 - 06:27 AM

I wish I had advice and could help answer your question. But I can say this dude that looks amazing!! I can't wait to play this man. Alot of talent you have man!
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#35 RipleYYY

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Posted 18 March 2012 - 11:57 AM

sure, this smells really good...

Aliens 2, Area 51, Asterix, Bally Tribute, ET, Evel Knievel, Frontier, Galaxian, Inspector Gadget, Lilo & Stitch, Looney Tunes, Lost World, Mata Hari, Night Mission, Power Play, Rayman, Rolling Stones 2, Stalker, Santa Odyssey, Tempest, Timon & Pumbaa, Williams Tribute, World Cup 2002, Zombie

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#36 robert kundrat

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Posted 18 March 2012 - 03:49 PM

QUOTE (T-800 @ Mar 18 2012, 07:22 AM) <{POST_SNAPBACK}>
So... I'm totally confused... I've never been able to duplicate a semi-transparent ramp in any of the table builds I've been working on. Although all the other tables that have semi-transparent ramps seem to play and render like they're supposed to. Tonight for some reason I decided to try getting the transparency to work, and low and behold this time they worked applying the same techniques I used before. Is this just some glitchy thing with the graphics card in my laptop? Why one day it'll work and another it doesn't confuses the heck out of me. To top it off, even though it "worked" there are still issues on some of the elevated walls I'm using that need transparency. Reference the image below - the left ramp for some reason makes the plastic underneath it disappear, the rear portion of that ramp makes the wall under the plastic disappear, and then the flat wall on the right ramp doesn't even render as semi-transparent even though it's the same texture. Thoughts?? Comments?

Attached File  wooly8.jpg   468.35KB   138 downloads
First time I think your ramp's height is under the plastic height. No more idea.

Edited by robert kundrat, 18 March 2012 - 03:55 PM.

I'm still  here!


#37 kiwi

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Posted 18 March 2012 - 04:23 PM

The ramp is too low, you see a piece of the spinner.
Controls the options of the ramp, make sure the apha option is checked.
Try putting the ramp in front or back.

Max

#38 T-800

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Posted 18 March 2012 - 08:36 PM

QUOTE (kiwi @ Mar 18 2012, 10:23 AM) <{POST_SNAPBACK}>
The ramp is too low, you see a piece of the spinner.
Controls the options of the ramp, make sure the apha option is checked.
Try putting the ramp in front or back.

Max



Thanks Max! The front/back did the trick. The parts that were not rendering properly were actually elevated walls - both of which heights were above the plastics and the spinner. Re-ordering made a difference though.

#39 Ike Savage

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Posted 20 March 2012 - 02:06 AM

your project looks absolutely amazing. didn't want to hijack, so i posted a similar game here:
http://www.vpforums....i...st&p=169322

#40 top1percent

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Posted 20 March 2012 - 02:49 AM

This table looks amazing!! Great work!! I may need to beta test this table for you! wink.gif