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My dragon table (whitewood stage)


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#21 faralos

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Posted 03 October 2009 - 01:55 AM

QUOTE (EalaDubhSidhe @ Oct 2 2009, 05:58 PM) <{POST_SNAPBACK}>
Having just now played the WIPs from this and the other thread, this has the potential to be really good, with some excellent flow, logical shots and great combination play between areas. If I were to suggest any changes, they would be these:

* Lose the brown targets, particularly the two on the left side; you can't see them very well, and they don't appear to contribute much to the design.

* The ramp shots are awkwardly small and really need to be wider, especially since the playfield itself is a widebody. As they stand, they make the field look bigger and emptier than it actually is. The center ramp also needs some additional fixing as it's badly prone to airballs.

* The third channel from the left looks like it should be a captive-ball area, if that isn't what you have planned for it already.

* There's a lot of unused space at the bottom where you can make things more interesting than the standard inlane/outlane setup, such as an extra left lane with a kickback onto the main field, like in Future Spa.

But yes, this is going well and I can tell already it's undergone a lot of rigorous playtesting to get it to this stage. Keep it going. smile.gif

Listen to this person!! he has done some fantastic tables and knows of what he speaks! I also mentioned that narrow center ramp esp but the green one in the upper right could stand to be a bit wider also.
as for those brown targets I actually forgot they were there as I never once ever hit them. except when the ball slides down the left side and catches on the rightmost one's right edge, curving off it, I can always drop a post in there for him to deflect the ball back onto the playfield. Again, Joe this is your call...
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#22 Joe

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Posted 03 October 2009 - 01:08 PM

QUOTE (EalaDubhSidhe @ Oct 2 2009, 04:58 PM) <{POST_SNAPBACK}>
Having just now played the WIPs from this and the other thread, this has the potential to be really good, with some excellent flow, logical shots and great combination play between areas. If I were to suggest any changes, they would be these:

* Lose the brown targets, particularly the two on the left side; you can't see them very well, and they don't appear to contribute much to the design.

* The ramp shots are awkwardly small and really need to be wider, especially since the playfield itself is a widebody. As they stand, they make the field look bigger and emptier than it actually is. The center ramp also needs some additional fixing as it's badly prone to airballs.

* The third channel from the left looks like it should be a captive-ball area, if that isn't what you have planned for it already.

* There's a lot of unused space at the bottom where you can make things more interesting than the standard inlane/outlane setup, such as an extra left lane with a kickback onto the main field, like in Future Spa.

But yes, this is going well and I can tell already it's undergone a lot of rigorous playtesting to get it to this stage. Keep it going. smile.gif

1. OK but I wanted to have some targets to hit.

2. I will work on that.

3. It is and it can lock balls as well as being able to push the ball in to the kick behind the drop wall.

4. maybe and other ones?

I also want to lock balls on the sword think LOTR

#23 faralos

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Posted 12 October 2009 - 02:48 PM

some targets to hit: that third from left lane has a drop target make it reset once then it will stay down and the kicker hole behind it can be accessible. on either side of the middle ramp place a bullseye target I can make a light come on when they're hit if you want, to either stay on, or just when the ball hits the bullseye(while the ball passes over a trigger there). at any ramp bottom at the sides you can always toss bullseye targets [with just a static score (doesn't add up just the ball drains, it'll just add the score at that time)] thiws way you have some targets in there too we can discuss drop targets if you want them too, but try to keep it a little simple on the lower half since there is so much in the top part of the table Whew! ok I just d/loaded it again, let me try to access it and start over on this system, sigh all my master table stuff is inaccessible too, WAAAAAHH
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And most important, have the courage to follow your heart and intuition.”
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#24 Joe

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Posted 12 October 2009 - 09:20 PM

QUOTE (faralos @ Oct 12 2009, 09:48 AM) <{POST_SNAPBACK}>
some targets to hit: that third from left lane has a drop target make it reset once then it will stay down and the kicker hole behind it can be accessible. on either side of the middle ramp place a bullseye target I can make a light come on when they're hit if you want, to either stay on, or just when the ball hits the bullseye(while the ball passes over a trigger there). at any ramp bottom at the sides you can always toss bullseye targets [with just a static score (doesn't add up just the ball drains, it'll just add the score at that time)] thiws way you have some targets in there too we can discuss drop targets if you want them too, but try to keep it a little simple on the lower half since there is so much in the top part of the table Whew! ok I just d/loaded it again, let me try to access it and start over on this system, sigh all my master table stuff is inaccessible too, WAAAAAHH

I don't want drop target to be set up in one fixed way.

#25 faralos

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Posted 17 October 2009 - 03:18 PM

well, then how about numerous drop targets? they can just reset once they drop, or you could tie them all together so after dropping ALL of them then they could reset, maybe giving an additional bonus (2x scoring, extra points, opening an otherwise closed gate somewhere, etc.)
So, on this old computer i can only get on here about twice a week, and i can only work on your pin in vp8, since vp9 won't run, this is an older computer and it doesn't load pins in vp9 properly! oh well, hopefully in about 1 months i should have enough money to buy another computer and start this all over again. sigh, well at least I'll get to try Phoenix's new installer for both vp's!

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#26 Joe

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Posted 18 October 2009 - 05:09 PM

Kicker6 and the targets by it likely should be part of a skill shot.

#27 faralos

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Posted 30 October 2009 - 08:58 PM

ok for the next two days I have access to this computer so I am trying to get the 'start and end game and high scoring to work' so far because of the numerous kicker holes creating balls I am not fairing too well, so am gonna fire it off to a friend (he knows who he is) for a bit of help, hopefully I'll get it back before the weekend is up so wish us both a bit of luck here 'cause I've hit an impasse stunned.gif
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#28 faralos

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Posted 31 October 2009 - 01:46 AM

ok I just fired it off to Wizards hat. I can't seem to get he "1" button to work to start a game. everything else seems in order though. I put in scoring routines for the three pop bumpers, once you see that, you'll understand how to put it in for other things you want scoring and sounds for. I did put in start and end game, scoring, and high score save. along with more text boxes in the backdrop screen too to handle the routines the scoring calls for. I can't do save bonus score to add it later my coding just adds it on the fly. If you want that you have to ask someone else. sorry, i haven't learned that yet myself! Let's hope he can fix my bug and send it back soon... biggrin.gif

Edited by faralos, 31 October 2009 - 01:46 AM.

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And most important, have the courage to follow your heart and intuition.”
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#29 Joe

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Posted 31 October 2009 - 11:55 PM

QUOTE (faralos @ Oct 30 2009, 03:58 PM) <{POST_SNAPBACK}>
ok for the next two days I have access to this computer so I am trying to get the 'start and end game and high scoring to work' so far because of the numerous kicker holes creating balls I am not fairing too well, so am gonna fire it off to a friend (he knows who he is) for a bit of help, hopefully I'll get it back before the weekend is up so wish us both a bit of luck here 'cause I've hit an impasse stunned.gif

numerous ones creating balls? I have it set up like a real game.

#30 faralos

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Posted 01 November 2009 - 02:05 AM

I meant the numerous kickers that have script not numerous balls sorry if it sounded that way. I am having a problem with the start game script I dropped into it. it just creates the first ball immediately instead of hitting the "1" button right now. I sent it off to WH to let him have a look at what I missed somewhere. Apparently, I missed deleting a 'create ball' script but I can't find it, so I just need a more experienced pair of eyes to look over it.

Edited by faralos, 01 November 2009 - 02:06 AM.

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And most important, have the courage to follow your heart and intuition.”
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#31 Wizards_Hat

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Posted 01 November 2009 - 12:01 PM

QUOTE (faralos @ Oct 31 2009, 02:46 AM) <{POST_SNAPBACK}>
ok I just fired it off to Wizards hat. I can't seem to get he "1" button to work to start a game. everything else seems in order though. I put in scoring routines for the three pop bumpers, once you see that, you'll understand how to put it in for other things you want scoring and sounds for. I did put in start and end game, scoring, and high score save. along with more text boxes in the backdrop screen too to handle the routines the scoring calls for. I can't do save bonus score to add it later my coding just adds it on the fly. If you want that you have to ask someone else. sorry, i haven't learned that yet myself! Let's hope he can fix my bug and send it back soon... biggrin.gif



QUOTE (faralos @ Nov 1 2009, 03:05 AM) <{POST_SNAPBACK}>
I meant the numerous kickers that have script not numerous balls sorry if it sounded that way. I am having a problem with the start game script I dropped into it. it just creates the first ball immediately instead of hitting the "1" button right now. I sent it off to WH to let him have a look at what I missed somewhere. Apparently, I missed deleting a 'create ball' script but I can't find it, so I just need a more experienced pair of eyes to look over it.

I really didn't think I'd have the time to look into this, I hardly have time to read the forum any more juggle.gif

...however...
I had a look...I don't think you've sent me the most up to date script you are working on (the table is called "Table1", yet in the script the _init & _keyup/down refer to "Dragon").

For a start, there's no coding at all for even pressing "1". There's nothing in the keydown, keyup subs that even mentions that key.
Also, you seriously can't find a ".createball" in a script less than 200 lines long??? blink.gif (you do use "ctrl+f" don't you?) - you've put it in the table_init sub! (2nd line of that sub!)
There is code that is not in a sub (just below the drain sub) - I assume this is meant to be part of the drain sub?
There's no scoring at all for pop-bumpers, or scoring for anything at all actually.

I don't mean to put anyone down in their efforts to make an original table, but if you're having this many problems with such a small script you'd be far better scrapping this [script], and using someone else's template - Chris's skeleton table, or Shiva's engine....you could even try to match it up to your own originals!

Regards,
Dan.
A wizard only needs one ball...but can handle six.

#32 faralos

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Posted 01 November 2009 - 01:32 PM

ok I may have sent the wrong one. I HAD used my originals as a template, that's the only way I can do it. OK, I'll have another go at it, thanks though anyways...
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#33 faralos

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Posted 01 November 2009 - 03:04 PM

WOOHOO!! I did it! I got it working! I should know better than to try to code late at night! So, it plays three balls per game with on-the-fly scoring. No tilt I don't know how to do that yet. But I have blank quotation marks in where you need to put the sounds and scoring. Once I upload it (I still need a few pop bumper sounds)check out the pop bumper routines for an idea of how to add the score and sound routines for all your other stuff. Give me an hour more here to get the pop bumpers finished! I'm just so glad it works now, finally. I had to post and gloat! biggrin.gif oh and I want o work on the castle ramp I had a slow ball drop off it at the entrance to the caste and get stuck under the ramp, so it may need a wall there. I cant even get a snapshot while online here as this computer is too slow (I just tried, but give me a minute and I'll get one up here. ok there ya' go.

the table is here too. I DID NOT fix the ramp problem, but my friend is awake (she had her gall bladder removed friday hence my use of the computer) so I must go now. I did put in the sound and scoring for the pop bumpers. follow that for the rest of the table. If you get stuck just ask again. I'll eventually get a dragon pic somewhere on it (maybe the backdrop!) or that grey tabletop but not right now. have fun with it!

Attached Files


Edited by faralos, 01 November 2009 - 03:49 PM.

"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


#34 Joe

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Posted 02 November 2009 - 02:26 AM

QUOTE (faralos @ Nov 1 2009, 10:04 AM) <{POST_SNAPBACK}>
WOOHOO!! I did it! I got it working! I should know better than to try to code late at night! So, it plays three balls per game with on-the-fly scoring. No tilt I don't know how to do that yet. But I have blank quotation marks in where you need to put the sounds and scoring. Once I upload it (I still need a few pop bumper sounds)check out the pop bumper routines for an idea of how to add the score and sound routines for all your other stuff. Give me an hour more here to get the pop bumpers finished! I'm just so glad it works now, finally. I had to post and gloat! biggrin.gif oh and I want o work on the castle ramp I had a slow ball drop off it at the entrance to the caste and get stuck under the ramp, so it may need a wall there. I cant even get a snapshot while online here as this computer is too slow (I just tried, but give me a minute and I'll get one up here. ok there ya' go.

the table is here too. I DID NOT fix the ramp problem, but my friend is awake (she had her gall bladder removed friday hence my use of the computer) so I must go now. I did put in the sound and scoring for the pop bumpers. follow that for the rest of the table. If you get stuck just ask again. I'll eventually get a dragon pic somewhere on it (maybe the backdrop!) or that grey tabletop but not right now. have fun with it!

The --Drain Hit Routine------ will need to be reworked for ball saver / locking balls / EB / multi ball. Also I want to have maybe only 1 or 2 main text boxes / lines with away to show text. Like a real game.

also want they to look good with small and big fonts aka the DPI setting.

I also found a very big bug you can just hit 1 over and over and it just keeps adding balls. Should I use one the templates for the base code?

Did a little work still needs a lot of what I posted.

Attached File  dragon_table_w3.jpg   169.45KB   15 downloads

#35 Joe

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Posted 02 November 2009 - 03:09 AM

QUOTE (Joe @ Nov 1 2009, 09:26 PM) <{POST_SNAPBACK}>
QUOTE (faralos @ Nov 1 2009, 10:04 AM) <{POST_SNAPBACK}>
WOOHOO!! I did it! I got it working! I should know better than to try to code late at night! So, it plays three balls per game with on-the-fly scoring. No tilt I don't know how to do that yet. But I have blank quotation marks in where you need to put the sounds and scoring. Once I upload it (I still need a few pop bumper sounds)check out the pop bumper routines for an idea of how to add the score and sound routines for all your other stuff. Give me an hour more here to get the pop bumpers finished! I'm just so glad it works now, finally. I had to post and gloat! biggrin.gif oh and I want o work on the castle ramp I had a slow ball drop off it at the entrance to the caste and get stuck under the ramp, so it may need a wall there. I cant even get a snapshot while online here as this computer is too slow (I just tried, but give me a minute and I'll get one up here. ok there ya' go.

the table is here too. I DID NOT fix the ramp problem, but my friend is awake (she had her gall bladder removed friday hence my use of the computer) so I must go now. I did put in the sound and scoring for the pop bumpers. follow that for the rest of the table. If you get stuck just ask again. I'll eventually get a dragon pic somewhere on it (maybe the backdrop!) or that grey tabletop but not right now. have fun with it!

The --Drain Hit Routine------ will need to be reworked for ball saver / locking balls / EB / multi ball. Also I want to have maybe only 1 or 2 main text boxes / lines with away to show text. Like a real game.

also want they to look good with small and big fonts aka the DPI setting.

I also found a very big bug you can just hit 1 over and over and it just keeps adding balls. Should I use one the templates for the base code?

Did a little work still needs a lot of what I posted.

Attached File  dragon_table_w3.jpg   169.45KB   15 downloads

Attached Files