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My thread - Twilight Zone WIP

Super Mario Bros. Tommy ninuzzu

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#41 ninuzzu

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Posted 19 March 2016 - 11:42 AM

I know this is off-topic but

 

tntmod0.png

 

One of my favourites tables will be released soon


Edited by ninuzzu, 19 March 2016 - 11:42 AM.

Videotutorials: plastic ramps in blender------>part1     part2


#42 Sheltemke

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Posted 19 March 2016 - 12:05 PM

Very nice ninuzzu! :)



#43 vic viper

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Posted 19 March 2016 - 12:29 PM

Whooooo?

 

I love thbe table and the band


SHOOT THE CORE

#44 Umpa

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Posted 19 March 2016 - 01:10 PM

Yes!

#45 Tom Tower

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Posted 19 March 2016 - 02:02 PM

great work Ninuzzu!


monsterbashpincab-1.jpg


#46 robertms

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Posted 19 March 2016 - 08:24 PM

I know this is off-topic but
 
tntmod0.png
 
One of my favourites tables will be released soon


Damn this looks good! This was my go to showpiece during the VPX beta stage, didn't think it could get any better!

Behold Godzilla! Check out my monster pincab project here: http://www.vpforums....topic=32236&hl=


#47 Jodannar

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Posted 19 March 2016 - 09:54 PM

Smb and a new Tommy with updated lighting. Going to be fantastic!



#48 ninuzzu

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Posted 23 March 2016 - 05:33 PM

Hey there

Could you please try these two versions of the new Tommy?

I edited the right ramp, I moved it behind the airplane a little bit. Bumpers lights are done.

 

 

Can you test them both? The difference between the two versions is the right ramp. Ramp shots are better? harder?

I would also try to not use any cvpm classes, at the moment only cvpmtrough is used. You can see the ball entering in the holes, no ball destroy

I tried to randomize the left scoop kick direction: it works but only if I reload the table again; there's a way I can do this in real time?


Edited by ninuzzu, 23 March 2016 - 05:34 PM.

Videotutorials: plastic ramps in blender------>part1     part2


#49 bolt

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Posted 23 March 2016 - 07:02 PM

Thank you for the test version.


Posted Image

#50 Ben Logan

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Posted 23 March 2016 - 08:29 PM

Hey Ninuzzu, 

 

Fantastic work. The ball entering the holes produces quite a cool effect! Very realistic the way it circles around the rim before dropping. The mirror shot animation is awesome. As usual, your lighting is really dynamic. I dig all the mechanical sounds, too. Really adds to the excitement. Physics are superb. The metal you used on the ramps looks aged. So cool! 

 

I played about five games. I'll be honest and say I didn't get enough shots at the right ramp to draw a solid conclusion about which felt better. They're both appropriately difficult to shoot! Oddly, I did get some stutter around the left ramp with the first table, but with the new ramp version, I did not get stutter around the left ramp. This may not be related to the ramps at all, but I thought I might as well report my experience. 

 

I can't wait to play more. Amazing work!
:) 



#51 ninuzzu

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Posted 23 March 2016 - 08:41 PM

There's a wall in layer 2 between the flippers, set it to collidable to test the right ramp shots.

 

Hint: With the wall not collidable try to hit the mirror for the multiball and when the multiball starts, try only to shoot at the ramp, regarding of losing balls, the first seconds you have unlimited balls. I know that the right ramp is hard and since the ramp shot is very important in this game, along with the loops, I uploaded two versions. I personally didn't notice any difference


Edited by ninuzzu, 23 March 2016 - 08:43 PM.

Videotutorials: plastic ramps in blender------>part1     part2


#52 ClarkKent

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Posted 23 March 2016 - 09:48 PM

As there are no differences except the looks I have to say that the regular right ramp looks better.



#53 ninuzzu

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Posted 23 March 2016 - 10:02 PM

Yes, don't look at the texture, I need to rebuild it if I change the ramp


Videotutorials: plastic ramps in blender------>part1     part2


#54 wrd1972

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Posted 23 March 2016 - 11:25 PM

Hey nin,

If you are able. Please clean out you message box. Trying to contact you.

 

Thanks

Bill


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#55 Ben Logan

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Posted 24 March 2016 - 03:13 AM

I played a bunch more tonight. What an awesome table. Forgot to mention how cool the spinning propellers are.

 

As far as ramp versions go, I prefer the second version (the "new ramp" version"). It's a tough shot! The second version feels just a bit easier, but is still super challenging. I almost wish there were separate flipper strength settings available for the lower left and upper left flippers. Personally, I'd crank up the power on the upper left a bit if I could. Better playing would be more patient and purist than me! I played for about two hours tonight and didn't hit a double jackpot. Then again, missing double jackpot isn't anything unusual for me!

 

I love this table. You really have a special talent, ninuzzu. I especially love how much bright light you can pull out of a monitor to simulate flashing bulbs. The bulb blast against the upper left hand corner to signal ball release is so warm and organic.


Edited by Ben Logan, 24 March 2016 - 03:13 AM.


#56 ClarkKent

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Posted 24 March 2016 - 06:40 AM

But from visuals the regular ramp is the better one as it looks the same as on the real table.

 

https://www.dropbox....Tommy2.jpg?dl=0



#57 Ben Logan

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Posted 24 March 2016 - 08:02 PM

Totally agree, Clark. If we can get the ramp placement from the second, and the visuals from the first, that would be ideal.

Love this table, Ninuzzu. Thanks so much for all the fun! It's beautiful work from you.

#58 ICPjuggla

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Posted 24 March 2016 - 08:05 PM

Great table ninuzzu and thank you...

The guy 2 posts above me is virtually impossible to please.. You did a great job and don't let the comments from the peanut gallery bother you! :-)

Edited by ICPjuggla, 24 March 2016 - 08:06 PM.

cosmicgunfight-sig2.png breakshot-sig-small3.png atlantis-sig-small.png mousinaround-sig6.png hurricane-sig16.png sc-badge1.png lw-sig.png embryon-logo0.png icp-3.png apollo13_badge(1).png whirlwind_badge0.png playboy_badge0.png oxo1.png raven_logo.png rambo_logo4.png


#59 LoadedWeapon

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Posted 24 March 2016 - 11:51 PM

looks and plays Great! :otvclap:



#60 ninuzzu

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Posted 25 March 2016 - 12:40 AM

Constructive criticism is always welcome, but I guess you misunderstood him; he said that, looking at the photo, the old ramp is correctly positioned, or I'm wrong?
BTW I scripted the random kicker and now it works perfectly.
When the ball hits the kicker a function is called to randomize the kick direction.
The kicker is below the playfield, so I can't use the direction parameter used for kickers :)
Forgot to say that there are some mods that you can enable in the script.

Edited by ninuzzu, 25 March 2016 - 12:42 AM.

Videotutorials: plastic ramps in blender------>part1     part2






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