All right boys and girls (and other? Do we have to start saying that now?), here's a link to my VPX version of Funhouse.
I used a very high res playfield provided by... I'm embarrassed to say I can't remember. I shrunk it down (among other graphics) to get the file size down to below 30 megs (it was over 50 prior to image compressing).
I am not very happy with the insert ights, I feel like they're too washed out. Please please please, I would love it if someone would work their magic on the graphics.
Please tell me what's missing, what doesn't feel right. In the VP 9 version I did a few months ago, I really just ported over JP's table and put in the models for Rudy and the ramps. I feel like this is a little more "my" baby even though I still borrowed lots of graphics from previous table. So, I'm more open to make tweaks and adjustments, to the best of my ability, which isn't saying much.
Some suggestions may seem obvious, but don't neglect to say it just because you figure I know about the technique, settings, whatever and chose not to do it. I haven't been following the VP X dev thread too closely so I probably missed out on some features or settings that should be used that I didn't.
I will say, I tried using a TextBox for the DMD, but as best as I could tell, it doesn't work for alpha-numeric displays like this game; is that correct? So I had to use an implementation of ChangedLEDs. I think it's impacting performance, let me know if you think I should just forgo that and use the VPM DMD. They should be turned off in FS mode (though, I forgot to turn off the timer in the code with this version, so you can just turn the TiDisplay timer on the BackDrop and see if the table plays better).
**Edit**
Oh, here's a screenie:
screenshot.37.jpg 1013.78KB
92 downloads
Edited by Shoopity, 11 February 2016 - 06:05 PM.




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