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Ramps Dropables Tutorial


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#41 Wizards_Hat

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Posted 13 June 2011 - 09:06 PM

QUOTE (faralos @ Jun 13 2011, 09:51 PM) <{POST_SNAPBACK}>
better? nah! Longer? maybe... this is out of Itchigo's template:
<snip>

Swing and a miss!

Faralos - the whole point of this thread is about using "dropping" ramps, and trying to find new ways to use them.
You have just posted the well known, and well used, code for using dropping walls.

Regards,
Dan.
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#42 Bob5453

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Posted 13 June 2011 - 09:19 PM

QUOTE (faralos @ Jun 13 2011, 04:51 PM) <{POST_SNAPBACK}>
better? nah! Longer? maybe... this is out of Itchigo's template:

....

Code snipped

....
by no means easier and a heck of a lot longer too, so you win here... yours is an easier way to do it than what I have been using with Itch's table template


Try his in your tables and it won't work for you Faralos. smile.gif

BTW, that was my crappy code I snipped. smile.gif

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#43 faralos

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Posted 13 June 2011 - 10:35 PM

QUOTE (Wizards_Hat @ Jun 13 2011, 04:06 PM) <{POST_SNAPBACK}>
QUOTE (faralos @ Jun 13 2011, 09:51 PM) <{POST_SNAPBACK}>
better? nah! Longer? maybe... this is out of Itchigo's template:
<snip>

Swing and a miss!

Faralos - the whole point of this thread is about using "dropping" ramps, and trying to find new ways to use them.
You have just posted the well known, and well used, code for using dropping walls.

Regards,
Dan.

the guy who posted had said he was looking for the code for pop bumper rings that is why I had posted that as it pertains to pop bumper ring wall animation
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And most important, have the courage to follow your heart and intuition.”
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#44 Wizards_Hat

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Posted 13 June 2011 - 10:48 PM

QUOTE (faralos @ Jun 13 2011, 11:35 PM) <{POST_SNAPBACK}>
QUOTE (Wizards_Hat @ Jun 13 2011, 04:06 PM) <{POST_SNAPBACK}>
QUOTE (faralos @ Jun 13 2011, 09:51 PM) <{POST_SNAPBACK}>
better? nah! Longer? maybe... this is out of Itchigo's template:
<snip>

Swing and a miss!

Faralos - the whole point of this thread is about using "dropping" ramps, and trying to find new ways to use them.
You have just posted the well known, and well used, code for using dropping walls.

Regards,
Dan.

the guy who posted had said he was looking for the code for pop bumper rings that is why I had posted that as it pertains to pop bumper ring wall animation

I'll try & explain again...

I know what "the guy" who posted was doing - he was suggesting a way of using the idea of "dropable" ramps in bumper animation code. He was asking if anyone could use the idea of "dropable" ramps to make better code than he had.
He was not asking for any old code to do with animating bumpers.
i.e. his post was on topic...the thread topic being about dropable ramps.

I understand that you are "only trying to help"...I'm just suggesting that you think about the thread topic before posting an answer.

Regards,
Dan.
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#45 EalaDubhSidhe

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Posted 20 June 2011 - 07:43 PM

Done it - a complete animated pop bumper system using the same principles as the drop ramp demo. It's not actually that hard to do, as the script is very close to how dropwall bumpers are presently done, but this is IMMEASURABLY more flexible - a single bumper can be copied and pasted to another table, or moved along the playfield, and no other image textures will be needed. What's more, the transparancies work just as well with acrylic rather than alpha ramps if it starts to clog your system up, though the rendering quality with acrylics suffers from no anti-aliasing.

The thing to keep in mind with this is that to display all the ramps properly with no glitches, they must be stacked in the correct priority order, with the highest ramp brought to the front (the lit cap) to the lowest kept at the back (the base).

Attached Files



#46 unclewilly

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Posted 21 June 2011 - 01:39 AM

Can you post a pic of the bumpers done with ramps as I won't be able to test this out for a few days
Thanks

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#47 EalaDubhSidhe

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Posted 21 June 2011 - 01:51 AM

I already have; it has its own upload thread.

Here

#48 melon

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Posted 21 June 2011 - 12:31 PM

Hi guys. I've been testing this feature to make some "alpha" flashers:



To use the demo: Left flipper flashes the left flasher and Right flipper flashes the right flasher.

It's ready to be used with JP's 4 step fading system.
The most important procedure is FadeRamp:
CODE
Sub FadeRamp(nr, a, b, c, d,aLight)


Where nr is the number of the light, a to d are the ramps to be faded (a is on and d is off), and aLight is the light to be used.

As the demo doesn't use any rom, the LampTimer event has only the updateLamps Call, as the lights are manually set in the key's procedures. In a real use, the lamptimer event would be the one that has allways been used by JP.

Attached File  testFlash.rar   37.67KB   24 downloads

If it works for you and anybody is interested, I can upload a tutorial with more options (and comment some code if necessary)

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#49 EalaDubhSidhe

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Posted 21 June 2011 - 12:33 PM

A bit unsubtle, but yes, the principle is sound. All these animated artifacts are going to work in much the same way; the difference will be in how to position the ramps - whether flat or inclined.

#50 EalaDubhSidhe

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Posted 22 June 2011 - 02:25 PM

And here's a twelve-ramp plunger system and the necessary textures and script to go with it. Again, essentially a tangent from the dropwall type I've been previously using, but without the image layers. Plus, no more need for finnicky ball images either, folks.

Attached Files



#51 rascal

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Posted 22 June 2011 - 06:24 PM

Beuitiful! Simply Beuitiful! All these fine ideas coming to life with alpha ramps. dblthumb.gif

VP just keeps getting better and better! otvclap.gif

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#52 FDSystems

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Posted 23 June 2011 - 01:32 AM

I do not understand, just enough to nee that great progress is being achieved, but I´m ready to experience the results with the next (re)creations.
Thanks to Eala & all the others participating to this common effort to make VP even better than it is!

otvclap.gif otvclap.gif otvclap.gif

Edited by 1234fd, 26 June 2011 - 10:57 AM.

From Brasil. Updated version of 1234fd



#53 maxfx4u

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Posted 26 June 2011 - 09:22 AM

Just downloaded that flasher demo from Melon. Cant wait for that to start being used. Very cool effect.

#54 oooPLAYER1ooo

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Posted 26 June 2011 - 12:48 PM

Thank you Melon !
I was going to play around and try to do exactly that !
I have added fading flasher effects to a table I'm working on and have noticed no slow down
Also works great added to your new fading gi script Scott smile.gif

Edited by oooPLAYER1ooo, 26 June 2011 - 12:48 PM.

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#55 unclewilly

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Posted 26 June 2011 - 01:08 PM

QUOTE (oooPLAYER1ooo @ Jun 26 2011, 01:48 PM) <{POST_SNAPBACK}>
Thank you Melon !
I was going to play around and try to do exactly that !
I have added fading flasher effects to a table I'm working on and have noticed no slow down
Also works great added to your new fading gi script Scott smile.gif


Sweet. I need to mess with this flasher stuff, sounds like it will make for nice flash effects. I'll look at the demo today

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#56 dokworm

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Posted 05 July 2011 - 12:57 AM

This is great news, it addresses what I saw as one of the key shortcomings in the current VP.

From a VP codebase perspective, it means that some cool features could be incorporated directly into a new release of VP, as realtime partial or full table redraws appear to be possible.

Will do some thinking of this and put in some feature requests based on it once I understand it a bit better.

#57 faralos

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Posted 05 July 2011 - 02:06 AM

if a ramp can be dropped to the table height then can it also start out at table height then get dropped down into the lower level? like say a flat area of pf now opens up to reveal a ramp leading down to a lower level, can it drop that way too? to a lower level? would it render properly for the ball travel?
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#58 unclewilly

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Posted 05 July 2011 - 01:16 PM

QUOTE (faralos @ Jul 5 2011, 02:06 AM) <{POST_SNAPBACK}>
if a ramp can be dropped to the table height then can it also start out at table height then get dropped down into the lower level? like say a flat area of pf now opens up to reveal a ramp leading down to a lower level, can it drop that way too? to a lower level? would it render properly for the ball travel?

If there is a lower level to the table you could have the ramp leading to the lower level already there and raise a ramp that sat on the upper level like a trap door covering the hole

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#59 faralos

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Posted 05 July 2011 - 01:22 PM

that's what I meant like can you have the ramp look like the pf then have it lower to allow access to a lower area so it would be hidden until it actually lowered
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#60 unclewilly

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Posted 05 July 2011 - 01:35 PM

A question I have about this, maybe one of the devs can chime in or destruk may know. Are ther other scriptable properties for the alpha ramp. I don't have much knowledge of the source code or time to experiment.

Since widthtop, heighttop. Widthbottom, heightbottom are scriptable,
Are the top and bottom position values also scriptable (meaning the x,y coordinates)

The reason I'm asking is for a raisable ramp like the one in pinbot for instance.
If the x/y position were scriptable you could just use one alpha ramp to do the whole raising animation, as the flat ramps appear to get longer as the go from the downward angle to horizontal position.

That is why j use a gate for the animation currently.

Any info is appreciated

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