
Edited by FDSystems, 09 October 2012 - 10:46 AM.
Posted 09 October 2012 - 12:49 AM
"Learning without thought is vain, thought without learning is dangerous." (Confucius)
"Aprender sin pensar es inútil, pensar sin aprender es peligroso". (Confucio)
Posted 09 October 2012 - 01:50 PM
yes great news!!!
My adaptation wonderland Fp
Alice au pays des merveilles!!
Posted 09 October 2012 - 05:31 PM
Nice artwork. Are these illustrations your originals? If so, very well done.
Posted 13 October 2012 - 08:38 PM
AIW_pf.png 318.69KB
226 downloads
Posted 14 October 2012 - 12:19 AM
So... I design and build my tables in desktop format and then periodically during the build do the adjustments to make them full screen via the standard editor options (rotation, scale, off-set, etc.) to maintain angle independence on everything from the table editor side. When I converted Alice to FS for some reason the ball gets stuck on the left ramp part way down while returning to the right inlane. This "glitch" doesn't happen on my desktop version - the ball travels through the ramp and down to the inlane and to the flipper without a hitch. Can anyone explain to me what's going on?? Is this just one of those weird ramp issues that comes up and you solve by deleting the ramp and rebuilding it? I'm still confused as to why ramps can be so finicky from time to time... even more confused why it works in desktop by not in FS. Anyone info that can shed light on this would be grrrrrrreat. BTW- here's a snip'it of the colored playfield, still a very much WIP (layout is still being tweaked and some art needing to be finished)...
AIW_pf.png 318.69KB 226 downloads
Posted 15 October 2012 - 05:47 PM
Wow, thats a beauty! Nice work man!
I've had wierd things happen with ramps that cross a lane. I always have to increase their height maybe 10-15 units in order for the ball to pass on the FS version. Not sure why, but it works. Thanks for the update, its really coming along beautifully.
So... I design and build my tables in desktop format and then periodically during the build do the adjustments to make them full screen via the standard editor options (rotation, scale, off-set, etc.) to maintain angle independence on everything from the table editor side. When I converted Alice to FS for some reason the ball gets stuck on the left ramp part way down while returning to the right inlane. This "glitch" doesn't happen on my desktop version - the ball travels through the ramp and down to the inlane and to the flipper without a hitch. Can anyone explain to me what's going on?? Is this just one of those weird ramp issues that comes up and you solve by deleting the ramp and rebuilding it? I'm still confused as to why ramps can be so finicky from time to time... even more confused why it works in desktop by not in FS. Anyone info that can shed light on this would be grrrrrrreat. BTW- here's a snip'it of the colored playfield, still a very much WIP (layout is still being tweaked and some art needing to be finished)...AIW_pf.png 318.69KB 226 downloads
Posted 17 November 2012 - 01:35 PM
Posted 17 November 2012 - 03:37 PM
that is a helluva great play field ya' got going there
Alice never looked that good when I was growing up
listening to her stories!!
any chance of a 4:3 or WS version?
so how much longer must we drool and fantasize about Alice
waiting for the pin
Edited by T-800, 17 November 2012 - 03:41 PM.
Posted 17 November 2012 - 04:43 PM
Posted 17 November 2012 - 06:12 PM
Looking very very nice indeed.
One little observation: how shootable is the left entry to the horseshoe loop? Relative to the vector angle from the right flipper, it looks pretty cramped. That's also a lot of shots to have to fit adequately into a standard-body size. I'm also assume that the rabbit hole is a luck feature if the ball falls into it from a rebound or from a slow roll down the right orbit, since there doesn't appear to be a direct shot to it. If John Popadiuk were to take a look at that, I know exactly what he'd say; it would be a magnificently cool feature to make it deliberately unshootable under normal conditions, but place a target or a rubber in such a position that a good player could deliberately shoot for a rebound off that and into the rabbit hole.
May I make one suggestion? It looks like your ramps and inner shots are quite narrow. Outer orbit shots are often narrow, since these frequently have a fairly long leading edge that the ball can roll up before entering the shot. But it still looks like you might need a little more room to make everything play as sweetly as possible. I see two possible ways of doing this, without having to widen the field.
First: change the captive ball type without changing the shot. You can save the space of the two posts at the front, if you replace it with the sort of captive ball found on many Sterns - a front ball which is fixed down on a stand with a thick wire loop over the top, and a back ball behind it through to which the collision momentum is transferred. The entire width of the captive ball shot then becomes the back ball and its enclosure. This has two other effects too - the front ball is more exposed than it would be behind the posts, and as a spherical solid hit surface, produces a much greater range of rebound angles when struck.
Second: the most expendable shot to save more room looks like the left horsehoe entry. Don't block it off or anything, but make it an exit only by tucking the lane under the ramp a bit and moving the captive ball over. Now, there would be an actual point to this without diminishing anything from the game. If the lane is an exit, that means you don't have to angle to guide wall directly back to the flipper. You could get some very interesting dynamics indeed if the ball entering the right side and exiting the left is flung at the right slingshot instead, so it stays on the move for much longer afterwards. Also, you should definitely play around with that exit angle a bit if you do that, because imagine if you had it set up the shot into the horsehoe had the potential to hit the right slingshot, then the left, and be fired at the right target bank or even possibiy right into the rabbit hole. How cool would THAT be?
Posted 17 November 2012 - 10:04 PM
wait a minute.. just 4 flippers?? just 12 shots (i think)???
what is happening to T-800??????
.... hehehe just kidding. what i really wanted to ask is: since in wooly is you and it's so great, now with alice how are u gonna do the callouts?
Posted 17 November 2012 - 11:21 PM
lolI know, I know I'm slacking - should I add another four flippers? Maybe one right in the middle that just spins like the one in Monopoly?! Ahhh...
that rocks!!but I'm pretty sure I will handle it similar to WOOLY with audio clips giving instruction as well as the key shots will have their inserts flashing accordingly...