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Unity3D Pinball Pre-Alpha Released


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#161 ringorian

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Posted 29 January 2014 - 02:07 PM


I hope you like it and that we will reach our donation goal (2 licences) to be able to release it soon.
Thanks for watching!

 

 

I donated 2 times, also have no problem to donate more, but it would be nice to see some goal what you need ?!?!

If there are 200 left or 1000 is a big difference.



#162 chepas

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Posted 29 January 2014 - 04:50 PM

Wow amazing mate. Where is the script editor going to be,  at run time inside pinunited or outside? Using mono or can use Visual studio?

 

We can make separate classes too? not just one main script page?


Edited by chepas, 29 January 2014 - 04:52 PM.

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#163 BilboX

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Posted 29 January 2014 - 05:06 PM


Will there alse be a single button to exit the player?

At the moment you have to press Esc and the click on Quit with the mouse.

To be able to use it from a frontend (PinballX, Hyperpin) a single Exit key/button is critical...

This is not a problem => todo list

 

 

omg, that might be the coolest video I have ever seen about virtual pinball.  This should really change the world!, well at least the world of computer pinball.  Thanks for the update, can't wait to play with it.  applause now

Thanks man. I hope you'll like it :).

 

 

Hey Bilbox,

What about putting the Donation info in your signature? This way, the newcomers would immediately know how to proceed?

 

Cheers.

Good idea. Done ;). Louziou needs to do the same!

 

 

One thing I have noticed about the ball movement is that (and can be noted if you check out this 'real table' video )...the ball seems to be kind of 'dampened'... like it runs out of horizontal momentum quicker than it might do in the real world? Not sure if it's a "needs to be more bouncy" thing or what, but it feels a bit too heavy? Maybe this is a thing with the physics being 'scaled up'. I dunno, very subtle stuff, it doesn't seem to be pinging about the place as much as I would expect though.

 

Looks great though, amazing work  :D

Nice video, I like it. Indeed the ball seems to be more "energitized". That was not the case on the real Scared Stiff I played: depends on rubbers, slope, etc... but it is a nice goal to achieve.

 

 

 

I donated 2 times, also have no problem to donate more, but it would be nice to see some goal what you need ?!?!

If there are 200 left or 1000 is a big difference.

 

I know. And thank you very much ringorian! Our main goal is 3000$ to buy 2 licences. Destruk is still handling donations, thus I don't have current state. Last time I checked we were arund 2150$... We dream about more to be able to buy a virtual cab: the best way to provide cab support to UP ;). We are going to transfer donations on our websites. I think I will hold donation status in signature then...

 

 

Wow amazing mate. Where is the script editor going to be,  at run time inside pinunited or outside? Using mono or can use Visual studio?

 

We can make separate classes too? not just one main script page?

Nop. It is going to be outside. We use Mono but you will be able to use whatever you like. For now, it is mono-script but can be extended if really needed. For Rom based tables, I think it is not urgent...


Edited by BilboX, 29 January 2014 - 05:06 PM.

UP2


#164 chepas

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Posted 29 January 2014 - 05:17 PM

Ah cool. Was just thinking for original tables really, pre made libraries/classes that cover the standard issue things that can be used & shared with games.


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#165 louizou

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Posted 29 January 2014 - 09:41 PM

 Our main goal is 3000$ to buy 2 licences. 

 

Little correction  :whistle:

 

Our main goal is 3750$ to buy the 2 licences. You forgot the F******G VAT tax 


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Continue helping us at [email protected]

 


#166 BilboX

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Posted 31 January 2014 - 11:54 AM

Wainting for some more funds, here is a small video:

 

This videos shows a "crystal clear" capture of a scared stiff session in cab (as you guys asked). By crystal clear, I mean that bloom effect has been removed and the front glass removed too. I also set the "amiga ball" texture on the ball to see clearly spin effects...
 
Two words about gameplay: our simulation is so good that I am as bad as in real life :D. Also, check 3:20 for the most interesting part of this session, the coffin multiball... Too bad, I missed "The monster's lab" to get Scared Stiff time... maybe on another video...
 
About rendering, there are some glitches due to a current bad specular shader in pre-alpha 2 and some z-fighting due to badly balance znear/zfar plane...
 

 

 
Hope you like it. Cheers.

UP2


#167 hotdp

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Posted 31 January 2014 - 12:12 PM

So, where is that download link for alpha2?   :tapping:



#168 Pinball999

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Posted 31 January 2014 - 01:28 PM

Oh... wow. Amazing video guys.

And great to have the goal in your signature.. I'll make a donation at the end of Feb.



#169 boiydiego

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Posted 31 January 2014 - 01:30 PM

indeed where is the release ?? download link please !


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#170 Pinball999

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Posted 31 January 2014 - 01:40 PM

indeed where is the release ?? download link please !

 

that's the answer from two days ago, I guess it's still valid.

 

The "Pre-Alpha 2" is imminent, but documentation writing, specially for the "editor parts" is taking a loooooot of time...

Two words now: play real table to compare and... keep donating ;).



#171 Herweh

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Posted 31 January 2014 - 01:54 PM

Awesome work, guys. Donation is sent.


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#172 ClarkKent

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Posted 31 January 2014 - 02:33 PM

Amazingly realistc gameplay!! Just stunning!! Really not comparable with VP or FP - seems to be much more natural!

I really really hope that performance will be better than with the first alpha. A stable framerate would certainly make the illusion perfect! :)

I could test the degrees of realism if there are ports of the two real tables I own: Cyclone and Roadshow! ;)

Edited by ClarkKent, 31 January 2014 - 02:35 PM.


#173 Pinball999

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Posted 31 January 2014 - 02:38 PM

I can imagine how Tron will look with this.. Good times await us!



#174 MagicPinball68

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Posted 31 January 2014 - 03:12 PM

WOW! This is so awesome! Fantastic the new look. Thatis exactly what i have missed, Thank you so much.

 

"I made right now my second Donation". I am looking forward to the new Release.



#175 boiydiego

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Posted 31 January 2014 - 06:22 PM

in options when set to cab view i cant get it to get it like in the scared stiff video how set it up ?


Edited by boiydiego, 31 January 2014 - 06:53 PM.

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#176 arngrim

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Posted 31 January 2014 - 06:58 PM

Very excited to test alpha 2 now :)

#177 Slydog43

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Posted 31 January 2014 - 07:23 PM

 

No pressure or anything. 

Is there any ETA for the alpha 2?

"Pre"-alpha 2 ;). Probably within 2 weeks...

 

That would be tomorrow, one can hope 



#178 ringorian

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Posted 31 January 2014 - 08:39 PM

Will there be another before reaching the goal with donations since you wrote :

 

I hope you like it and that we will reach our donation goal (2 licences) to be able to release it soon.
Thanks for watching!
 


#179 Practicedummy

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Posted 31 January 2014 - 09:15 PM

Gotta set things up on NVidia control panel for smoother graphcis, but things look nice as is. The built-in options are pretty good. :D


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#180 arngrim

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Posted 31 January 2014 - 10:46 PM

the physics looks excellent, but there is one thing that i remarked since the first alpha, the ball seem to be able to be caught very easily by the flippers, like you can slow the ball down in an instant just by a smart movement of the flipper, it is not easy to cut the speed of a ball in a real pinball or in vp tables.

this is not easy to explain, but also, when the ball is going up to from the flippers to the inner lanes, the ball loses all his speed, on that location, i think we don't need to have the ball slowed down, and we need a little bit more of bounce.

 

one thing that could be great in unity is to be able to change all the aspects of a table on the fly, we can benefit from it to create like two profiles of the table, one for dark mode and mode for day mode, and if we can have shortcut buttons associated to it :)

Or i think a lot of people like me don't have any button left available on their cabs, if we have a menu before the exit of a table, like a pause menu, where we can have for example an easy to switch from day or night mode, this could be awesome ;)