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Zombie Machine


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#141 Decidetto

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Posted 11 July 2012 - 05:56 PM

QUOTE (monicle @ Jul 11 2012, 03:21 PM) <{POST_SNAPBACK}>
The black line that you mention on the zombie head. Can you see it in the latest screenshot? Is it the one in the corner of his mouth that youre referring to? Ill have to see what I can do. If anything I can probably do a couple cheap tricks and get rid of it.
Yes, it is the corner of the mouth, visible in the latest screenshot. However, I have already tried to fix it in MS Paint (by colouring over the dark grey line), and this is the result! (The playfield image is a little blurry, but that is because of my graphics card being silly) It's a slight bit better I think smile.gif

If you want the edited image, I'll post it here as well.

QUOTE (monicle @ Jul 11 2012, 03:21 PM) <{POST_SNAPBACK}>
As for the physics Im totally interested in speeding the game up. especially since its near complete. I had kept it slow intentionally as I worked out all the details of the table. If you would like to play around with the values though and come up with a suggestion to what feels good that would be awesome. Ive gotten so used to it and I would appreciate some external input for sure.

I'm not an experienced VP builer by any means (I do have some projects though), but I might give it a try.

QUOTE (monicle @ Jul 11 2012, 03:21 PM) <{POST_SNAPBACK}>
Maybe Ill put this in and call it the "Decidetto Combo".

Haha, I would be honoured! smile.gif

Edited by Decidetto, 11 July 2012 - 05:57 PM.

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#142 monicle

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Posted 11 July 2012 - 08:41 PM

Yeah I can try to get that cleaned up a bit. Even yours looks good but Ive got another idea besides just adjusting the image.
I just got the Hyper DMD program from Dazz that Im going to spend some time messing around with.
I dont think I will put it into this pin, atleast not for now. I already have all my plans drawn out for my next pin inspired by Monty Python and the Holy Grail. and hopefully Ill hone my DMD skills on that. then maybe I can come back to the zombie machine for a re-release or something. maybe fo FS with it or something.

QUOTE (Decidetto @ Jul 11 2012, 06:56 PM) <{POST_SNAPBACK}>
QUOTE (monicle @ Jul 11 2012, 03:21 PM) <{POST_SNAPBACK}>
The black line that you mention on the zombie head. Can you see it in the latest screenshot? Is it the one in the corner of his mouth that youre referring to? Ill have to see what I can do. If anything I can probably do a couple cheap tricks and get rid of it.
Yes, it is the corner of the mouth, visible in the latest screenshot. However, I have already tried to fix it in MS Paint (by colouring over the dark grey line), and this is the result! (The playfield image is a little blurry, but that is because of my graphics card being silly) It's a slight bit better I think smile.gif

If you want the edited image, I'll post it here as well.

QUOTE (monicle @ Jul 11 2012, 03:21 PM) <{POST_SNAPBACK}>
As for the physics Im totally interested in speeding the game up. especially since its near complete. I had kept it slow intentionally as I worked out all the details of the table. If you would like to play around with the values though and come up with a suggestion to what feels good that would be awesome. Ive gotten so used to it and I would appreciate some external input for sure.

I'm not an experienced VP builer by any means (I do have some projects though), but I might give it a try.

QUOTE (monicle @ Jul 11 2012, 03:21 PM) <{POST_SNAPBACK}>
Maybe Ill put this in and call it the "Decidetto Combo".

Haha, I would be honoured! smile.gif



#143 Itchigo

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Posted 11 July 2012 - 08:59 PM

I did Monty Python and the Holy Grail. It kind if sucked, but you're welcome to look at it/borrow from it. And as for your graphics card.... it just can't handle the coolness of the build.

Edited by Itchigo, 11 July 2012 - 08:59 PM.

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#144 monicle

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Posted 11 July 2012 - 09:22 PM

hehe if you saw the machine Im running everthing on, youd be suprised It runs anything at all smile.gif If I turn on hardware rendering on a table everything turns white smile.gif

QUOTE (Itchigo @ Jul 11 2012, 09:59 PM) <{POST_SNAPBACK}>
I did Monty Python and the Holy Grail. It kind if sucked, but you're welcome to look at it/borrow from it. And as for your graphics card.... it just can't handle the coolness of the build.



#145 monicle

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Posted 12 July 2012 - 04:14 AM

ok so I coded in the 3 way combo that Decidetto suggested. it scores 200k but I think I might bump it up a bit more. I hate the shot to the right switchback ramp smile.gif.
Also I changed the rails from the back of the church a bit so that I had more room to fill in the little Island that houses the A target. Stuck a well in there just cause I couldnt come up with anything else. I think it looks good though.

Also I updated to 9.12 and now for some reason all of my effect lights have tiny black outlines around them even though I have the light border set to 0. If anyone has any suggestions on this let me know. Otherwise Im probably going to get rid of them.


#146 monicle

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Posted 12 July 2012 - 06:20 PM

working on plastics


#147 zoltar420

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Posted 12 July 2012 - 06:48 PM

This table looks so cool! Nice work! cool.gif FS version would be awesome too! drinks.gif

#148 monicle

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Posted 12 July 2012 - 06:51 PM

Yeah I promised to make it FS once I get it completed. Which is very very soon. I have a couple new ideas that Im going to put in such as ramdom zombie targets "respawning" when you drain. Aside from that the only scripting I need to do is for sounds and light sequences.

QUOTE (zoltar420 @ Jul 12 2012, 07:48 PM) <{POST_SNAPBACK}>
This table looks so cool! Nice work! cool.gif FS version would be awesome too! drinks.gif



#149 monicle

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Posted 12 July 2012 - 09:03 PM

the spinner is making a comeback. I built a physical lamp arch with walls and ramps so that I could have the look I wanted.

#150 Decidetto

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Posted 12 July 2012 - 09:42 PM

QUOTE (monicle @ Jul 12 2012, 06:14 AM) <{POST_SNAPBACK}>
ok so I coded in the 3 way combo that Decidetto suggested. it scores 200k but I think I might bump it up a bit more. I hate the shot to the right switchback ramp smile.gif.
Also I changed the rails from the back of the church a bit so that I had more room to fill in the little Island that houses the A target. Stuck a well in there just cause I couldnt come up with anything else. I think it looks good though.

Also I updated to 9.12 and now for some reason all of my effect lights have tiny black outlines around them even though I have the light border set to 0. If anyone has any suggestions on this let me know. Otherwise Im probably going to get rid of them.

That is sooo cool!! biggrin.gif

As for the black lines, could that be because you don't have hardware rendering switched on? I know that without hardware rendering, alpha ramps look terrible and that it is also possible for spinners and stuff to gain outlines, so, maybe the lamps do so as well?

Edited by Decidetto, 12 July 2012 - 09:45 PM.

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#151 monicle

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Posted 12 July 2012 - 10:33 PM

Not really sure. I'll post the .vps tonight and people can let me know if they see the same thing. If not then I won't worry about it. I will be converting the ramps to alpha ramps as soon as I figure out what's involved. I have a pretty good idea but I just need to test my theory.

QUOTE (Decidetto @ Jul 12 2012, 10:42 PM) <{POST_SNAPBACK}>
QUOTE (monicle @ Jul 12 2012, 06:14 AM) <{POST_SNAPBACK}>
ok so I coded in the 3 way combo that Decidetto suggested. it scores 200k but I think I might bump it up a bit more. I hate the shot to the right switchback ramp smile.gif.
Also I changed the rails from the back of the church a bit so that I had more room to fill in the little Island that houses the A target. Stuck a well in there just cause I couldnt come up with anything else. I think it looks good though.

Also I updated to 9.12 and now for some reason all of my effect lights have tiny black outlines around them even though I have the light border set to 0. If anyone has any suggestions on this let me know. Otherwise Im probably going to get rid of them.

That is sooo cool!! biggrin.gif

As for the black lines, could that be because you don't have hardware rendering switched on? I know that without hardware rendering, alpha ramps look terrible and that it is also possible for spinners and stuff to gain outlines, so, maybe the lamps do so as well?



#152 faralos

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Posted 14 July 2012 - 11:01 AM

Can you please post this wip so I can use gimp to try to get rid of that black line
Also do you actually need any of my help?
I had offered a few weeks ago but it seems everything that I put in you took out
or just ignored (side rails, sounds, backdrop etc)
it's looking great though and (FYI I always used vp9.1.2 with it when I was working on it!)
again any help you need just ask
especially on the Monty Python pin that Itch and I both worked on
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
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#153 monicle

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Posted 14 July 2012 - 12:58 PM

I've got the side rails in now. It's not that I took your ideas out. I just never had a chance to put any of them into the table that I kep current because of all the changes I had been making. I wanted to get all the major work done before I started putting in the final touches. Now that all of that is done I just got started putting in the sounds and whatnot. I'll be making all my own plastics though since Ive hand drawn everything on this table so far. Don't really want to change that.

QUOTE (faralos @ Jul 14 2012, 12:01 PM) <{POST_SNAPBACK}>
Can you please post this wip so I can use gimp to try to get rid of that black line
Also do you actually need any of my help?
I had offered a few weeks ago but it seems everything that I put in you took out
or just ignored (side rails, sounds, backdrop etc)
it's looking great though and (FYI I always used vp9.1.2 with it when I was working on it!)
again any help you need just ask
especially on the Monty Python pin that Itch and I both worked on



#154 Decidetto

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Posted 14 July 2012 - 10:50 PM

Cool! I can't wait to see the plastics! biggrin.gif
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#155 faralos

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Posted 15 July 2012 - 12:14 AM

hey no problem! I hate doing plastics anyhow
what with my limited (i.e. shitty) art expertise!
and if you still want any other sounds
or graphics help at all when you are done with it
just give me a shout and I'll come running (again!)
Well if nothing else I dusted off what may have never been
and got you into finishing this cool pin for us!
thx again for taking it off the back burner cool.gif
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And most important, have the courage to follow your heart and intuition.”
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#156 monicle

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Posted 15 July 2012 - 05:24 PM

Quick update. See if you can spot all the changes.



#157 oldskoolgamer

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Posted 15 July 2012 - 08:10 PM

Added sling art on both sides, added two lights to the middle moon, added target on left side under lamp post (which you also changed the lamp post), added gargoyles, added the awesome trees on the right, added the targets on the right side with the zombies (love that), added 6 lights going up to the gargoyles, changed the lighting on the bottom to not so bright, more detail to the church, and bricks to the well, and all lime green to black/grey smile.gif

Not that I've been following this build and checking the updates ASAP lol

very excited for this lol biggrin.gif
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#158 faralos

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Posted 15 July 2012 - 09:52 PM

I love the gargoyles! very wicked looking!
okay I see a new back wall as well as muted graphics (darker)
different textures on the church, plastics, etc
but just one thing, Please get rid of the spinner supports
as the ball tends to hang up on them
I ain't saying they do here as I haven't tried it yet
but usually the ball likes to find the side supports
and it slows the ball travel down or changes it's trajectory
and out of curiosity are you going to be changing the flipper/rubber colors at all?
seems like grey with green rubbers would be cool too
(gee now that I got you all excited on finishing this wip
I wonder how many other authors out there need a dusting off of a wip or two
or a boot in the derriere to help them get restarted) whistle.gif
"Don’t let the noise of others’ opinions drown out your own inner voice.
And most important, have the courage to follow your heart and intuition.”
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#159 monicle

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Posted 16 July 2012 - 08:07 PM

Getting really really close now


#160 Decidetto

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Posted 17 July 2012 - 12:21 AM

I am absolutely loving the little gate with the spinner in it!
I see that you moved the "Shotgun/pistol/knife" thing up to the armory, which is looking really nice as well!
And also that you put a bit of the zombie head on the plastic in order to connect it a bit more. smile.gif

I am loving all the details you are constantly putting in biggrin.gif

Though are the flippers perhaps angled a little weirdly? Usually, they go at the same angle as the flipper lanes, but here, the flippers seem a little steeper than the lanes. Are you purposefully making them have that angle, or is that a remnant of the "standard" VP layout?

EDIT: I got a little idea: how about you make the part of the habitrail that goes over the path next to the well a bit more open? That way, it may seem like the ball is really rolling along the path. Just a potential fun little detail. smile.gif

Edited by Decidetto, 17 July 2012 - 01:20 AM.

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