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PROC VP 0.91
Started By
destruk
, Mar 11 2011 09:46 PM
68 replies to this topic
#61
Posted 16 December 2013 - 08:32 PM
Has anyone tried to use this for an original table. I have some originals coming soon and am looking for a dmd solution
"it will all be ok in the end, if it's not ok, it's not the end"
Monster Bash VP10 WIP https://dl.dropboxus... (vpx)WIP15.vpx
#62
Posted 16 December 2013 - 11:31 PM
Yes, we are using the P-ROC/pyproc for the real Wrath of Olympus machine.
Its a combination of python and pypinproc. I don't use the VP linked version, I'm using the another version, but its excellent and includes some standard game framework
Hop over to the pinballcontrollers website and check out the forums if you are interested in making an original game.
There is support for DMD graphics and sound.
Has anyone tried to use this for an original table. I have some originals coming soon and am looking for a dmd solution
#63
Posted 17 December 2013 - 01:26 AM
So was the PROC version of the software a port from VB script? Or was starting with the pyprocgame framework, plus the addition of DMD and changes to the software, enough to warrant a rewrite from scratch?
Also, would you recommend using pyprocgame for an original VP table?
#65
Posted 17 December 2013 - 05:24 PM
Wrath of Olympus had to be created from scratch. The code is just too different to port an original.
About the only thing we were able to use were the sounds. We added another 80 or so sounds and 130 animations so far to the game.
I would recommend using the pyprocgame for an original table or re-theme for sure. Its a nice programming environment once you get over the learning curve.
So was the PROC version of the software a port from VB script? Or was starting with the pyprocgame framework, plus the addition of DMD and changes to the software, enough to warrant a rewrite from scratch?
Also, would you recommend using pyprocgame for an original VP table?
#66
Posted 17 December 2013 - 05:59 PM
I would love it if P-ROC became a more standard way of developing for VP. There are several games, but I don't see CCC. I would love to play that in VP.
added another 80 or so sounds and 130 animations so far
This is my impetus for coding with P-ROC. I'd love to be able to create rich DMD animations for my table. Plus, a framework of reusable python classes seems like the best way to codify good pinball coding practices.
#67
Posted 19 December 2013 - 06:24 PM
So was the PROC version of the software a port from VB script? Or was starting with the pyprocgame framework, plus the addition of DMD and changes to the software, enough to warrant a rewrite from scratch?
Also, would you recommend using pyprocgame for an original VP table?
I tried to port it from VB to Python syntax-wise(for WOOLY), but in hindsight, I should have just started from scratch. The languages are just too different, and the architecture differences between VP and PROC are quite a bit different.
Working with both, PROC's framework for making modes and such is IMO vastly superior. For something like a leaf target, you are limited to just one hit event. That 1 hit event would have to branch all over the place to handle modes. With PROC, you can have unlimited separate hit events, 1 for each mode. It makes developing separate game modes 10 times easier.
Also PROC has a lot of off-the-shelf functionality that can speed up development without having to re-invent the wheel.
#68
Posted 19 December 2013 - 07:00 PM
PROC has a lot of off-the-shelf functionality that can speed up development without having to re-invent the wheel
That's what I was hoping for.
modes and such is IMO vastly superior. For something like a leaf target, you are limited to just one hit event. That 1 hit event would have to branch all over the place to handle modes
Right. This is exactly what I'm running into now with coding my original table. I have a "bonus" mode. In each of my targets/triggers/etc, I have to check for the global bonus mode, and if it's not Nothing, I forward the call to it. I have plans for multiple modes, and I'd like the option to have them active at the same time (think MB where Frankenstein and Dracula are active simultaneously). This would mean creating an array of current modes.
Also, my "bonus" mode conforms to an interface. I'd like to create a base class that has common functionality, then have each bonus mode as a derived class. But VB script doesn't support inheritance.
So I am encouraged. Thanks for the info.
#69
Posted 19 December 2013 - 09:21 PM
Right. This is exactly what I'm running into now with coding my original table. I have a "bonus" mode. In each of my targets/triggers/etc, I have to check for the global bonus mode, and if it's not Nothing, I forward the call to it. I have plans for multiple modes, and I'd like the option to have them active at the same time (think MB where Frankenstein and Dracula are active simultaneously). This would mean creating an array of current modes.
PROC has a lot of off-the-shelf functionality that can speed up development without having to re-invent the wheel
Also, my "bonus" mode conforms to an interface. I'd like to create a base class that has common functionality, then have each bonus mode as a derived class. But VB script doesn't support inheritance.
So I am encouraged. Thanks for the info.
In addition to the fun framework, the documentation is getting better for it, in Wiki form. I've been busting my hump writing out documentation from the littlest of things to more complex stuff, like game framework(which is still in stubby form).
Take a look:
http://pinballcontro...ommunity_portal
It covers hardware & software(ie build a real machine from scratch), but there's plenty of software dawks to get started with.



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