Hello VP community, I've made a decision to put table building on hold for now. For me, there just isn't enough time in the day and I would like to focus on other things right now. Perhaps I'll come back when I have some hardware that can allow me to play around in VP10. I've really enjoyed this hobby and will continue to play other author's wonderful tables, and also watch the great advancements that the devs are making, and continue to make. In the meantime, I have a handful of WIPs that I figured I should share with the community..no need for them to not be used in some form. Feel free to play them as is, or continue working on them and releasing them complete. Many of them are fully functional, but are missing artwork, or playfield objects, and will need tweaking, etc. I'll try to list some of the major things that need to be done. By the way, these are all PM5 tables. I probably also forgot to enable the mechanical plunger on tables with plungers so please enable that if needed. Additionally, I can't recall if I resized the playfield images to 1024 x 2048 on all of the tables so if you have any issues (ala the Maverick fiasco) please resize the images. Without further adieu:
Gottlieb's Frank Thomas Big Hurt:
Forgot to mention, thanks to Bodydump for the great playfield image that he had already worked on the inserts!
Mostly playable. Missing quite a bit of artwork and the current artwork could certainly use some updating. The Apron, for example, I threw together really fast just to be a placeholder. Backwall still looks like robocop also.
- Center Ramp: I messed up the obj somehow so it looks all weird and its rotation is even more strange. That will need to be redone, but it does animate, and the ramp does work (moves up and down) probably the height of the actual collidable ramp (Ramp22) will need to be adjusted appropriately to make the shot more realistic.
-Glove toy: I didn't have a primitive for that and didn't know how to make one so I used a scoop primitive! Haha. Looks silly, but it works for testing. It moves left and right as it should. Probably will need some tweaking for that as well. Also, there are two switches associated with the glove...one for a weak shot, and one that is for a stronger shot that moves the glove all the way back. I did not know how to script it to account for the speed of the ball when it hits the glove. I imagine you could since the XYdata is there, but currently, the glove will only trigger the first switch no matter how hard it is hit.
The skill shot Ramp: That one actually works! it took me a long time to figure out how to do it properly...ended up having to draw up a timing graph but it finally works...I think I tested it enough to verify it works as it should but no guarantees.
VUK: did not animate the ball being shot up from the Bottom Right VUK, or use the KickZ property.
GI Relay: did not get around to putting this in.
Notes: Every so often, I seem to loose a ball in one or more of the kickers during multiball. I haven't spent enough time to determine where or why it's happening, but it does occur. Also, ball collision sounds only work sometimes. the clearballid and createballid calls will need to be added appropriately.
Enjoy:
Next up is Lost In Space, by Sega. I threw this together really fast so it's an even bigger mess! But, I think all lights and switches are scripted. I forgot to put in the tilt switches though.
Thanks to wtiger for the playfield image. I started trying to sharpen portions of the playfield and redo some of the text. If someone ends up taking this on an is interested in the photoshop file, let me know.
Spinner Magnet: I didn't tweak it enough so when you get the multiball that sends all the balls to the spinner magnet while it starts to spin, the balls will start flying off prematurely. It is a matter of finding the right balance of magnet strength and spinner speed. Or, you could try setting the magnet property grabcenter from false to true...it might work, but maybe not look so natural?
I didn't play test this one much, but it seemed like there might be a multiball issue? For example, when I start multiball and say, I loose two of the balls, but still have two left, I thought I got the dmd message to restart multiball. That doesn't seem right. I might have messed something up.
Artwork is missing lots of stuff. The bumper images were just random space images I found online. Not anything close to the real plastics. And the toys are currently ramp images. you can see the ship and robot were pretty quick and dirty jobs. Ideally those could be primitives, but I don't think they move. although one of the solenoid descriptions is robot shaker, so maybe he does move?
Other physics properties will need to be tweaked. Missing lot of playfield objects and walls were just thrown around to make the table generally play.
Enjoy:
I have mentioned Robocop before. It's fully playable as it at the moment, however, I was hoping to get a very nice playfield image so I can properly place all the elements but I have not yet received that image. so, things aren't quite in the proper place. I think I left the playfield image from the current FS version, originally by JPSalas, for reference. If this is not allowed, Please let me know and I will remove the images. Also missing plastics and decals, etc.
Luckily, a few other authors let me know they are working on a VP10 version of Robocop, so this will serve as a stop gap until then.
Enjoy:
Just for fun, I plan on releasing TMNT and a PM5 update of SMBMW. I'll do those through the proper venue:
Well, it's been fun, and I have enjoyed it and met some really great and talented and helpful people. In fact, I might formally ask if any of those said authors would be willing to pick these WIPs up. I'll probably be back. It's going to be hard to not want to build another table, but it would be best for now. I'll still be around...downloading the latest and greatest. I'm glad pinball is still alive...I do believe VP is helping the longevity of it, and not hurting. Have fun everyone!
Edited by edizzle, 23 July 2015 - 02:15 PM.