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Titans of Magellan


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#1 anthias

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Posted 31 May 2024 - 02:12 PM

I recently stumbled upon something amazing. The VPW example table. These guys have put together something truly special with this very detailed and feature rich template table. I noticed some people felt it was too complex to use. But to my mind, ALL template tables are complex to use if the methods and thinking of the developer is too far removed from those of the user. It then falls on the user to work with what they are given, not the other way around. Well, suffice to say, the way VPW work is radically different to everything I have ever done, given they are VPX stalwarts and I haven't really done much beyond VP9 and FP/Bam, which simply do not work the same ways that VPX does.

 

So I decided to give the VPW example table a shot, and see just how hard I can push it with the minimal effort that some people seem to expect. SO initially, I will do very little coding, and focus purely on designing a game around the selection present in the example table. Once I am happy with that, then yes, I will elaborate on it, add elements as required. But I am imposing a rule on myself for this project: Aside from graphics (like perhaps DMD font etc, I have a font underway which you will see some of on the playfield graphic I will attach here.) I will not remove any elements from the table that the VPW guys put in there.

 

So the example has five bumpers? This table has five bumpers. In my style, I have done some unusual things with the lower third, in part to accomodate two of those bumpers. Note the launch shoot is the right out lane. This allows me to open up the centre third outer walls of the playfield for potential shots.

 

So far I have spent a couple of hours rearranging the layout. THere will be more rearranging. I added the second spinner, got things roughly where I want, then drafted up my preliminary playfield art. Obciously I have some baking to do for the lights - the default ones will have to change to suit the new layout, so I am looking forward to figuring that aspect out as although I did something like it in Test pilots, that is the extend of my experience with this interesting method of doing lights.  The closest I ever came to that would be the flash effects I used to do in VP7/8 days, and they are worlds away from this modern method.

 

So anyway...

ABOUT THIS TABLE THEME

This is an original theme, not licenced, as is my way. The story is that mankind finally reached the stars, only to run into a species we then dubbed "the titans of magellan. THey inhabit the area of space we know as the clouds of magellan, are enormous, and are incredibly powerul warriors. Their territorial nature keeps their popul;ation low. A sinfle titan can call entire star systems their own, killing even their own kind in a jealous rage should they try to make use of the resources found there. 

 

Needless to say we struggle in the ensuing conflict, though it is our teeming millions against three. Draxu, Daevos, and Dyarzo.

 

You are captain of a battle cruiser, and you have seen most of the fleet destroyed. And now, you journey the region, trying not to suffer the same fate, with the three titans lurking out there, somewhere, intent on our extinction.

 

I will post updates as I complete things. Preliminary screenshot below. I felt I had to get a playfield image done up early, but the layout will likely change more as it goes on. 

 

My enormous gratitude to the VPW guys for the example table.

 

The preliminary screenshot is at VPU but I can't attach it here?


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#2 Fusionwerks

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Posted 31 May 2024 - 07:27 PM

On the full version of the forum page, go to the very top red banner and click on "VPF image host", select the file, hit upload, then copy and paste the link in the post.
Table looks cool, I always fear tables with bumpers that close to the bottom of the table!

Edited by Fusionwerks, 31 May 2024 - 07:28 PM.


#3 anthias

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Posted 02 June 2024 - 12:14 AM

I do not recommend this template for new creators. It does have everything though! The first step for a new author would be delete the Playfield mesh. It's a massive stumbling block for those starting out, and it leaves a hole in your Playfield when the default kicker is moved unless you export and edit the mesh, a big ask for most people. If they ever make this example with new authors as the target, that should be the first thing to go. It serves no real benefit to compensate for the stumbling block it creates in a template. The light primitives would be second, if you really want something that encourages new creativity into the scene. Once users get used to the basics they can move on to those, but they really aren't necessary in a starter template. It has me curious about other templates for vpx and what they offer. Is there need for something simpler?.
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#4 anthias

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Posted 08 June 2024 - 01:00 PM

Made some progress on this. Ramp from the up kicker on the right is temporary, just stuck that there as a marker until I do it properly or decide to not bother lol. Plastics are just holding image as well. The layout is evolving little by little.

 

Slowly developing the rules that will be coded eventually. At the moment, looking at: Hit the upkicker to send ball to lock down that ramp. Hit again to release.

 

Hit the three left hand playfield targets to select one of the three titans (lights below bumpers) and enter their territory. Hit the captive ball to encounter. THen either shoot the ramp to evade or the up kicker to engage. Survive the multiball that results from engaging for a set time (say, thirty seconds) to beat the titan back. Engage or evade gives 500k, winning gives a mil and increases table multiplier. Second titan those score double, third scores tripple. Defeat the third and then hit the captive ball a final time to launch an all in brawl triuggered by shooting the outer loop to the top lanes. That will release three more balls for a four ball wizard multiball mode.

 

There are a few other incidentals and minor modes, but that is the main game at this point.

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#5 unclewilly

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Posted 08 June 2024 - 04:18 PM

If you need some help with anything pm me.
I could make that plastic ramp into a Primitive for you.
I'm not great with blender but I can make Plastics wire and some clear ramps.

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#6 digitalarts

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Posted 09 June 2024 - 11:18 AM

This would be a great cooperation! Two long experienced table authors working together. I'm looking forward 👍😊

#7 anthias

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Posted 09 June 2024 - 11:53 AM

Thank you Unclewilly! I will be in touch! I could definitely use your help, I'm paddling upstream with primitives in vpx.


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#8 unclewilly

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Posted 09 June 2024 - 12:05 PM

I got you. And you are correct about the example table being advanced. I'm usingit for my original also. I think ki have the list of everything in there, except the flexdmd. I use jps dmdroutines instead asthey are easier for the week coding g minds

"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

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#9 anthias

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Posted 09 June 2024 - 01:01 PM

There are a few peculiarities to their coding style I am not compatible with at the brain level lol. My coding is old school, I learned my fundamentals in the eighties through to the early nineties, and spent a LOT of time in object oriented languages about thirty odd years ago when the computers running them had limited resources. Who needs more than 640K huh?

 

I opted for the prior version of the template since I am building on my cab and it can't play nicely with VPX 10.8 or 64 bit due to the old ATI GPU in it.

 

Anyway, I will definitely reach out soon, but with my work taking me away from home during the weeks, it might be next weekend. Your original will be awesome, I know it!

 

I'm pushing myself to try to get more projects in VPX, I hope to do a template once I have a few tables out, probably based on my current Road Train WIP which is on a slow burn at the moment. Then I can produce tables faster and easier using my own template. But I know FP inside out and am comfortable in it, and not very comfortable at all in VPX. VP9? Easy peasy. VPX? Not so much. My first VPX table took me longer than the five FP tables I did after it combined! I mean, the result was a table I love, but the slog was hard. I hope it will be easy by the third or fortieth.


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#10 unclewilly

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Posted 09 June 2024 - 01:29 PM

Mine is a semi afm clone but hand coded. Trying to get my son interested so it's minecraft themed

Attached Files


"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

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#11 unclewilly

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Posted 09 June 2024 - 02:24 PM

Oh yeah. That reminds me. I have to check my robot invasion table for you. I madea few subroutines to mimic fp commands. Might make it easier for you. Just simple stuff like fp's set timer command and flash for ms stuff like that

"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

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#12 anthias

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Posted 06 October 2024 - 12:22 PM

 I have now made the decision to pull this project away from the VPW example table, and instead rebuild it using my own SS template as I have just used for my Yuki table.

 

This is a template system I am much more comfortable in, with the script based on the VP template I have been using for over twenty years.

 

As a result, this table will no longer be stalled and work on the project will now move at a much more rapid pace. It does mean I will not at this time be implementing flexDMD in this table, and I personally am fine with that. I will get into FlexDMD at some point, it is a great DMD system for original tables, but I have very limited headspace for tackling it. I am building my updated VPX author knowledge toolkit slowly, and that particular tool is not yet an immediate priority for me. I also have FP projects morphing into FizX to consider getting back to at some point. My VPX journey has held me away from that stuff for a while now.

 

Building is about three quarters done for the playfield layout and I will put up a new screenshot when it is ready. I've already altered the layout in this process in a couple of interesting ways.


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#13 anthias

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Posted 07 October 2024 - 11:49 PM

I'm thinking about expending on my prior b2s snippet use to use a timer to drive full blown animations in my DMD for this table. It will take a bit of coding and a lot of image frames so the direct b2s will be big, but I feel it should be able work a lot like my old FP overlay DMD from back around 2005, even possible to do initials for high scores with some work. I likely won't go that far yet, but it's an interesting notion. have any tables done this through snippets already?
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#14 anthias

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Posted 12 October 2024 - 12:01 PM

Attached File  rebuildss1.jpg   130.73KB   0 downloads

layout rebuild is progressing nicely.


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#15 anthias

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Posted 13 October 2024 - 11:29 AM

He's an intimidating fellow.

 

Tried putting one of the three titans into an AI animator. Link below.

 

https://www.dropbox....t=xo92ezya&dl=0


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#16 anthias

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Posted 15 February 2025 - 12:20 PM

I;m back working on this one again. I have made a lot of progress and some important design chouces. I stood back, looked at it, and decided what it really wanted was a cool EM conversion, so that has been done. It will still do bonus in the bonus type style, borrowing from Roid Belt Rcers the 6 playfield light method it uses, instead of the many many bonus lights method of my other EMs.

 

Custom reel images for thble are done and in, see screenshot below. I think they look pretty hot. The three titan toys on top of the main playfield bumpers are now fully implemented as shakers which move when the bumpers are hit.

 

It is playing nicely, but I am thining a minor ramp entry change is still to come. A bunch of script to do etc, but it is coming along and should hopefully be not too far away now, compared to where it was at not that long ago. Sometimes a table just needs you to reach the right place mentally as a creator to suddenly flourish. My recent tables have all had a hand in directing my thoughts for this one, and it is better for the brief distraction.

Attached File  bgss1.jpg   167.19KB   0 downloadsAttached File  pfss1.jpg   1.01MB   0 downloads


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