Thanks Markrock. I did the whole thing from "scratch". Obviously I used existing primitives for the big stuff and used some script ideas from Melons to move those around, but rewrote everything and put together different graphics. My goal was to try to eliminate as much "fakery" as I could. So it has a full subway system and working scoops that shoot the ball under the playfield and back out, along with the different way I like to handle the insert lights in VPX. I'm surprised it plays ok, I only adjusted enough to get all the pieces functioning. It still needs tuning and of course a whole lot more work. I'm slow so it could be a while...
As for Road Kings, I'm actually really happy with the way it came out, I think it looks and plays really good. It's just too bad that table is SO frustrating. Although if you can play it enough to fight the road kings and get time lock it's quite a satisfying feeling.
-Mike
I just wanted to convey to you that I really love the VPX version of Road Kings, it looks and plays fantastic. I maybe slightly biased since I was involved with the project but honestly when it was normal VP9 I couldn't stand it, and then physmod5 made it playable but still frustrating....now with VPX the game is naturally frustrating as it is in real life but now it has a genuine feel to it and I was actually able to get the high score with the VPX version. You did a great job all round and I hope to see more great tables of this caliber from you in future.
Thanks Dark. You could spruce up those TAF prims if you want to help on this next table
. I'm actually using the clear ramp prim as the ramp and it works OK, but ramp shape is not accurate so it's a bit annoying.
-Mike




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