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Tron (WIP)


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#21 neoblood

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Posted 01 August 2010 - 01:18 PM

That looks really good PD, I'm gonna play that one silly when you get done. I've been a tron fanboi forever.
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#22 PainkillerAlice

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Posted 01 August 2010 - 01:28 PM

QUOTE (faralos @ Jul 31 2010, 11:17 PM) <{POST_SNAPBACK}>
looking great PD! i loved the first movie and that second one looks like it'll kick some serious butt! way cool I love theway you used the colors in your pin! but how about the enemies colors as well? you know yellow, red, etc...

Was thinking for the enemies of using their pics with a red outline and/or red lights surrounding them and/or integrated into their images.

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#23 faralos

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Posted 01 August 2010 - 03:13 PM

red lights actually in their images would look way cool! even an outline in red lights would do them justice, but it'd be a b**ch to make but after those trees on the HH table I guess for you it shouldn't be too much work!
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#24 PainkillerAlice

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Posted 01 August 2010 - 07:04 PM

QUOTE (faralos @ Aug 1 2010, 11:13 AM) <{POST_SNAPBACK}>
red lights actually in their images would look way cool! even an outline in red lights would do them justice, but it'd be a b**ch to make but after those trees on the HH table I guess for you it shouldn't be too much work!

Didn't think about the outlanes done in red. Will have to do that! Thanks for the input faralos! biggrin.gif

I am curious about how soon IcePagoda's Tron table will be out. He has a pretty good designed table as well.

Edited by Practicedummy, 01 August 2010 - 07:06 PM.

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#25 PainkillerAlice

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Posted 02 August 2010 - 10:22 PM

Put in some red "highlites" on the outlanes but not sure if this will be the final result when I get on this table full time after I complete my Hogan's Heroes table. This will be the last I work on the table until I finish my first table.

Edited by Practicedummy, 02 August 2010 - 10:23 PM.

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#26 faralos

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Posted 03 August 2010 - 12:21 AM

very cool! I love those outlane lights like that! hope you hurry up and finish the HH table so you can get back to work on this one, but on an aside i am looking to join a team for the contest. Are you interested? I have an idea for a theme... this will be in VP9 naturally... biggrin.gif
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#27 PainkillerAlice

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Posted 03 August 2010 - 01:17 AM

QUOTE (faralos @ Aug 2 2010, 08:21 PM) <{POST_SNAPBACK}>
very cool! I love those outlane lights like that! hope you hurry up and finish the HH table so you can get back to work on this one, but on an aside i am looking to join a team for the contest. Are you interested? I have an idea for a theme... this will be in VP9 naturally... biggrin.gif

I can see us working together since we have done so before. Anxious to hear the theme for the table. biggrin.gif

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#28 matty sexy pants

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Posted 03 August 2010 - 01:40 AM

maybe these sites
http://www.tron-sect...es/default.aspx
http://www.entertone...tions/6398/Tron
but i dare say u've been there already.

Edit: ok nevermind just realized how old this topic was

Edited by matty sexy pants, 03 August 2010 - 01:50 AM.


#29 PainkillerAlice

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Posted 03 August 2010 - 01:29 PM

QUOTE (matty sexy pants @ Aug 2 2010, 09:40 PM) <{POST_SNAPBACK}>
maybe these sites
http://www.tron-sect...es/default.aspx
http://www.entertone...tions/6398/Tron
but i dare say u've been there already.

Edit: ok nevermind just realized how old this topic was


That first link leads to a website where all their Tron file links are dead.

Edited by Practicedummy, 04 August 2010 - 12:48 AM.

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#30 Joe

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Posted 03 August 2010 - 02:00 PM

QUOTE (Practicedummy @ Aug 2 2010, 05:22 PM) <{POST_SNAPBACK}>
Put in some red "highlites" on the outlanes but not sure if this will be the final result when I get on this table full time after I complete my Hogan's Heroes table. This will be the last I work on the table until I finish my first table.

Looking GOOD!

#31 PainkillerAlice

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Posted 05 August 2010 - 04:54 PM

Ok I lied. Not much left on my Hogan's Heroes to do other than scripting, so I did a little more work on the Tron table.

Special thanks to Lord Hiryu for use of his plastic post design.


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#32 PainkillerAlice

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Posted 05 August 2010 - 05:53 PM

Having a graphics glitch on my table. The ball is stuttering when it passes along or underneath the blue lines (5-6 ramps on top of each other (collidable unchecked)) decor on the table.

Putting up the link for download if someone in their spare time can look and see what the issue might be:Tron table 8-5-10

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#33 Lord Hiryu

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Posted 05 August 2010 - 06:16 PM

Check if the ramps has any value on the friction box. Put them at 0.

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#34 Mitchell

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Posted 05 August 2010 - 08:02 PM

I had a graphic problem on my Magic the Gathering WIP table. All I did to fix it is to reshape the building into wider size. All it was graphic on the left side and right side of the wall was black. I couldn't changes the colors. Just stay black. rolleyes.gif

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#35 PainkillerAlice

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Posted 05 August 2010 - 08:30 PM

Friction is at 0 for all the ramps I use in the decor. May look at changing the decor from using ramps to walls and see if that helps after I try something else first

Edited by Practicedummy, 05 August 2010 - 08:41 PM.

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#36 faralos

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Posted 05 August 2010 - 09:09 PM

u can use walls set at .5 without affecting ball roll...
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And most important, have the courage to follow your heart and intuition.”
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#37 PainkillerAlice

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Posted 06 August 2010 - 12:31 AM

Did a test on one of my rollunders with replacing the decor ramps with walls and still get stuttering. Not worried about this too much right now but do want to get this solved eventually.

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#38 rdeejay

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Posted 06 August 2010 - 08:18 AM

the captive balls are causing the issue, well on my test they were, i deleted them off the table and in the script, stuttering went away.
On my low end computer with a 6600gt i couldn't even get the ball out of the plunger lane without it stuttering and on my other comp with a 1gig 9800gt it still had minor stutter, wiped out the captive balls and issue resolved on both computers. In actual fact on my beta wip fish tales with heaps of reels and 5 stage fade lights it runs better and there is one captive ball on that table so hmmmmmm. Perhaps someone else can shed more light on the subject and issue.

Edited by rdeejay, 06 August 2010 - 08:24 AM.


#39 faralos

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Posted 06 August 2010 - 11:21 AM

it's imo not so much the table as it's the code. i think, if you have many lines of coding the risk of stuttering goes up. If you use collections and such to cut down on the actual script size then it probably runs faster, ending stuttering and freeze ups. my thoughts on it anyways
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#40 Wizards_Hat

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Posted 06 August 2010 - 02:03 PM

QUOTE (faralos @ Aug 6 2010, 12:21 PM) <{POST_SNAPBACK}>
it's imo not so much the table as it's the code. i think, if you have many lines of coding the risk of stuttering goes up. If you use collections and such to cut down on the actual script size then it probably runs faster, ending stuttering and freeze ups. my thoughts on it anyways

Totally disagree - the number of balls on the playfield is a massive issue (just try creating a table with 40 balls & 10 lines of code - ...nevermind, I made one to prove to myself - attached: 20 balls (most of them captured), 14 lines of code...plays like crap smile.gif)

The number of lines of code hardly affects gameplay at all - it's hugely insignificant....collections just aid the coder in that they don't have to type so many lines of code. I'm not denying that there would be some difference (like being discussed in Janux's Collections vs Arrays topic).

Regards,
Dan.

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