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Alice In Wonderland (Original 2023) (WIP)
Started By
Fusionwerks
, Sep 06 2023 09:38 PM
Original WIP work in progress VPX
100 replies to this topic
#41
Posted 22 September 2023 - 02:47 PM
Here's an interesting question... can the ball be resized "on the fly" from other table events or does it have to be destroyed and recreated with different size?
#42
Posted 22 September 2023 - 03:11 PM
Here's an interesting question... can the ball be resized "on the fly" from other table events or does it have to be destroyed and recreated with different size?
You can change the color and images in real time, but the size you need to destroy the ball and create it again.
If you want to check my latest uploads then click on the image below:
Next table? A tribute table to Stern's Foo Fighters
#44
Posted 22 September 2023 - 03:46 PM
Here's an interesting question... can the ball be resized "on the fly" from other table events or does it have to be destroyed and recreated with different size?
You can change the color and images in real time, but the size you need to destroy the ball and create it again.
Well that either kills an idea or makes it more challenging to pull off. I might need your help on that sometime
Edited by Fusionwerks, 22 September 2023 - 03:49 PM.
#45
Posted 22 September 2023 - 04:08 PM
Here's an interesting question... can the ball be resized "on the fly" from other table events or does it have to be destroyed and recreated with different size?
You can change the color and images in real time, but the size you need to destroy the ball and create it again.
Well that either kills an idea or makes it more challenging to pull off. I might need your help on that sometime
Describe the events leading to the change of ball size?
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
#46
Posted 22 September 2023 - 05:38 PM
Well I think I have it figured out, I have planned to make the upper play field lock kicker very small. In order to get the ball in the lock you need to shrink the ball down by hitting certain targets, hitting other targets will increase the ball size.
Unfortunately, I'm back to the same struggle again with triggering switches using the lastswitchhit variable. I think I have discovered that is not functioning correctly. I am having to figure that out first then I think I can get the rest going
update: im an idiot... the lastswitchhit is case sensitive
Edited by Fusionwerks, 22 September 2023 - 05:45 PM.
#48
Posted 23 September 2023 - 01:44 AM
ok, so i got it working, now i just have to put it in the table. there is a kicker with a trigger on either side. if you go in one way it shrinks the ball, if you go in the other it makes it larger (up to normal size) Here is the code:
'************************
'Ball Shrinkage 
'************************
Dim SizeHits
SizeHits = 0
Sub MakeMeSmall_hit 'Trigger on the Right
LastSwitchHit = "MakeMeSmall"
If SizeHits < 3 Then
SizeHits = SizeHits + 1
End If
End Sub
Sub MakeMeBig_hit 'Trigger on the Left
LastSwitchHit = "MakeMeBig"
If SizeHits > 0 Then
SizeHits = SizeHits - 1
End If
End Sub
Sub Kicker003_hit
Kicker003.Destroyball
Select Case SizeHits
Case 0: Kicker003.CreateSizedBallWithMass BallSize / 2, BallMass
Case 1: Kicker003.CreateSizedBallWithMass BallSize / 2.667, BallMass
Case 2: Kicker003.CreateSizedBallWithMass BallSize / 3.334, BallMass
Case 3: Kicker003.CreateSizedBallWithMass BallSize / 4, BallMass
End Select
vpmtimer.addtimer 2200, "ReturnBall '"
End Sub
Sub ReturnBall
Kicker003.kick 0, 10
End Sub
here is the ball sizes:
#49
Posted 23 September 2023 - 02:01 AM
ok, so i got it working, now i just have to put it in the table. there is a kicker with a trigger on either side. if you go in one way it shrinks the ball, if you go in the other it makes it larger (up to normal size) Here is the code:
'************************'Ball Shrinkage'************************Dim SizeHitsSizeHits = 0Sub MakeMeSmall_hit 'Trigger on the RightLastSwitchHit = "MakeMeSmall"If SizeHits < 3 ThenSizeHits = SizeHits + 1End IfEnd SubSub MakeMeBig_hit 'Trigger on the LeftLastSwitchHit = "MakeMeBig"If SizeHits > 0 ThenSizeHits = SizeHits - 1End IfEnd SubSub Kicker003_hitKicker003.DestroyballSelect Case SizeHitsCase 0: Kicker003.CreateSizedBallWithMass BallSize / 2, BallMassCase 1: Kicker003.CreateSizedBallWithMass BallSize / 2.667, BallMassCase 2: Kicker003.CreateSizedBallWithMass BallSize / 3.334, BallMassCase 3: Kicker003.CreateSizedBallWithMass BallSize / 4, BallMassEnd Selectvpmtimer.addtimer 2200, "ReturnBall '"End SubSub ReturnBallKicker003.kick 0, 10End Subhere is the ball sizes:
wont work
the subs need to be named
Sub eat_me
Sub drink_me
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
#50
Posted 23 September 2023 - 02:03 AM
Lol I thought about doing that too
#51
Posted 23 September 2023 - 02:16 PM
How do the bigger/smaller balls behave (physics) with the rubbers, rollovers, flippers, etc?
#52
Posted 23 September 2023 - 04:38 PM
How do the bigger/smaller balls behave (physics) with the rubbers, rollovers, flippers, etc?ok, so i got it working, now i just have to put it in the table. there is a kicker with a trigger on either side. if you go in one way it shrinks the ball, if you go in the other it makes it larger (up to normal size)
here is the ball sizes:
I'm not really sure yet, as I have only gotten to the point of creating them. I do know that the smallest ball goes right under the rubber bands in the inlanes. BUT these balls will be played on an upper playfield that will accommodate them. I think they might feel weird as they get smaller because they have the same mass as the normal ball, but to be honest I am not very good at detecting small nuances in physics like some folks. I think I will leave it as is and let the testers decide if it needs to be adjusted.
On a side note it is fun to play a table with a smaller ball. Whacking the crap out of a tiny ball with a huge flipper. I would have cracked the glass if it were really there
Edited by Fusionwerks, 23 September 2023 - 04:41 PM.
#54
Posted 27 September 2023 - 08:56 PM
so I've decided to basically rework the entire ramp system to accommodate the upper playfield. I couldn't figure out an elegant looking way of diverting the ball from the ramp to the upper playfield when active, and still function the way I liked and continue down to the inlanes if it wasn't active. Anyway, I've decided to use the trap door method that I used in my Clue table. When the playfield is active the ramp moves up and there is a kicker underneath that will destroyball, and kick out onto the upper playfield. I have copied the ramps, and the code from the other table (exactly). So in testing all this I have hit a problem and I cant figure out what is happening:
Using 10.8
IF I am in normal play view (either full screen or "test desktop"), and activate the ramp by hitting the required switches, the animation does not occur, but I know the sub is running, because the ramps switch collide-ability. The ramp just doesn't move.
IF I start the donor table in the same normal play view and activate the switches the same way, the animation works correctly.
IF I start the table and activate the switches, THEN switch to live editor, the door is open!
IF I start the table and switch to live editor, THEN activate switches, the animation plays just fine. Also works fine by giving the command to open via the de-bugger.
Have i just lost my mind? Or is there something going on that I am overlooking?
UPDATE: I'm going to leave this stupidity up here in case it could help somebody else. It was the material I had set to the ramp. I forgot it needs to be "dynamic". I guess the live editor doesn't care what material it is, it animates it regardless. Good to know...
Edited by Fusionwerks, 27 September 2023 - 09:46 PM.
#55
Posted 02 October 2023 - 06:12 PM
Just a quick update:
I have done a TON of Blender work in the past week. It was mostly learning. I swear I made each ramp 4-5 times, and each rail a couple too. But I am happy with the results. I'm not even sure if I even needed to convert the rails to 3d prims. The VPX rails looked good, but Blender gave me the ability to really smooth them out in the curves. It doesn't even look close to the same table I started out with in the first post, but now I have room for the upper playfield... which is the next project. I don't know what all will be on the mini playfield, but my definite plan is to have a loop that will shrink the ball if you go through one way, and enlarge the ball if you go the other. (up to original size) Once you are the "correct" size (smallest), the mouth of the doorknob will be the target to hit for the lock... 3 locks for multiball.. anything else that will be up there is secondary to the goal of locking the ball. again, I welcome any suggestions or ideas.
Edited by Fusionwerks, 02 October 2023 - 06:15 PM.
#56
Posted 04 October 2023 - 12:15 AM
So I'm using JP's scripting from his Serious Sam 2 table. It has the typical ball rolling sound routines. It looks like it just changes the pitch of the ball rolling sound fx when the ball is above 30 to replicate the ramp and rail sound, but it continues the whole time the ball is on my upper playfield. Anyone know how to tell it to stop when the ball is up there? And how to start again when the ball "drains" and goes back onto the rail?
#57
Posted 04 October 2023 - 04:13 AM
use invisible some ramp switches
dim a value
lets say dim onramp
when switch it hit
if onramp = 0 then
onramp = 1
else
onramp = 0
what it will do, when game starts onramp is of course 0
ball rolls into ramp, now its 1
ball finishes ramp, because it is 1 it gets set to 0
ball does not finish and rolls back down, because it got set to 1, it now gets set to 0
then in JP's routine make it so it checks the value of onramp as well
If you do multiball, then you would need to set the value per ball
like ballID(onramp) = 1 kind of
that is one idea anyways
ask JP, he may have a better suggestion
give him a few days to answer, he is traveling
If you feel the need to empty your wallet in my direction, i don't have any way to receive it anyways
Spend it on Hookers and Blow
#58
Posted 04 October 2023 - 12:51 PM
That sounds close to what I was thinking, and I will do some looking to see how he has handled it in other instances. Multiball shouldn't be a problem since the upper pf is locked out during a multiball, so the ball would travel the normal route of the ramp
#59
Posted 04 October 2023 - 01:04 PM
an interesting original ... ![]()
#60
Posted 04 October 2023 - 02:44 PM
As much as I would love to see an Alice table using the original John Tenniel art, I'm still keen on seeing your Disney-based version completed. When that comes about, what would you think about allowing me to mod the game with Tenniel art replacing yours? I'm not much of a coder, but I can find my way around graphics pretty well.
If this is toe-treading, I apologize. So far, I have only produced a graphics mod of LOST IN SPACE (Retro), but this game sounds like a second chance to contribute something -- naturally I would only do so with your blessing.
Also tagged with one or more of these keywords: Original, WIP, work in progress, VPX
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