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malenko

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malenko last won the day on November 21

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About malenko

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  • Birthday November 7

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  1. real pin files are in the download section , there may be trigger issues and I'll trouble shoot on my real pin when its fixed Id guess around 160 hours?
  2. the easiest way would be to make the mask be a little lower and trigger all the variables which is over 50 combinations. I triggered and colored over 220 frames to see how plausible a brute force would be, and even though WOB almost always goes to the right when he plays, I really only colored about 5% of the frames that were displayed. I had the idea to make the frame mask not get triggered by the road lines so that there were only 20,000 or so frames to do, but I just cant justify the time. Pin2DMD needs a better colorization method for video modes that relies on object/sprite colorization and not frame colorization. 5 CPU cars (1 for each distance from the player) 6 Player car frames (straight, 2 changing lanes sprites, 3 spin out sprites) 3 signs 1 mountain I just dont know how pin2DMD could compile the frames in real time. I have a customization to do for this game for someone who is re-theming the pin; so I get to do what I like and make some redraws! Prolly take a long break from coloring, I dont feel as obligated to work on games with all the new people that are doing amazing work. @Thalamus Im pretty sure @NetzZWerg was coloring games before me I was just doing redraws and gottliebs before anyone else
  3. Final version for VPINs is up, beta for real pins as well. If you want the broken map and video mode, you have to download the gdrive files instead. .15 I lied. More vpin shenanigans. This is the last release for a vpin (seriously this time) barring some sort of massive bug Attract Mode: Grand Champion -deleted all old triggers -redid from scratch -new keyframe mask and triggers Presents -added frame, trigger, and mask for Williams to presents to title card -secondary sequence of Williams to presents, and presents to title for redundant triggering -additional triggers and resequencing Grand Champion to Ace transition -deleted all old triggers -redid from scratch -new keyframe mask and triggers Ace drivers -deleted all old triggers -redid from scratch -new keyframe mask and triggers -looped key frames for the numbers -this should remove the color bleeding to the "checkered flag" -added additional keyframes for Checkered wipes -added additional keyframes for Ace Drive scores Title to "La Grange" -cut, colored, triggered "LaGrange" -cut, colored, triggered "LaGrange" to Grand Champion -cut, colored, and triggered -extra triggers added Donut Heaven -2 cop sequence recut to avoid the animation dropping out half way through -1 cop sequence recut to avoid the animation dropping out half way through Extra Ball -Blinged up 2 of the 3 sequences a little HitchHiker -recut to 1 to 1 frame matching -new triggers, should fix "blinking" issue, I hope Loops for super jackpot -adjusted color mask for really high scores that only WOB can get Loops to Lite Jackpot -adjusted palette , removed blue "glitch" Super Charger Boost Maxed -new sequence, mask and trigger -neat little 3d effect High Score Entry -cut colored and triggered -tried to make it work for all entries using the same trigger, will need tested Speed Trap Cop -better defined the collar, hat, and jacket -adjusted greys -adjusted skin tone Warning/Danger -cut colored and triggered Burn Rubber Map -numerous scenes colored and triggered for the version that has it, see notes after video section if you want a slightly more in depth breakdown -default palette is grey white and green so the map looks presentable Bonus Held -replce palette trigger with scene replacement -added "flag wipe" animation and trigger Super Charge Millions -Removed a trigger for a big number 2 that may have interfered with the rest of the triggers (namely the super charger millions with a 2) RPM -added Redline Trigger 11:30 in new video, it had a 2x on the screen that broke the existing trigger -additional triggers Match Scene -When I redid the coloring for each player to have their own color I messed up the mask for the big number -New color masks made for about 1/2 the frames to remove the flickering of the big number -I found this thanks to WOBs videos -change the match number back to white Jackpot -found and removed last purple trigger -this keeps all the jackpot scenes red and white, yellow 25m, and grey explosion -this also allows a few frames of jackpot that use the default palette to flash green. -I like the end result Push Start -removed the blue -was supposed to look like police lights, but it looked like a glitch and I didnt like it -added extra triggers and masks for credit dot on screen Video Mode How to -added scene trigger and mask for gear shifter screen Video Mode -created simple mask to color the score red, and make the mountain green, brown, and white. For the version with triggers: -colored and triggered over 220 frames. -just proving to myself it cant realistically be brute forced -best guess is there are about 56,000+ possible frame combinations -5 road line variations -speed limit sign on the left -speed limit sign on the right -billboard on the left -billboard on the right -caution sign on the left -caution sign on the right -car in left lane -car in right lane -car in center lane -player car in left lane -player car between left and center lane -player car in center lane -player car between center and right lane -player car in right lane -there are never more than 2 cpu cars on screen -there are never more then 2 signs on screen -signs do not repeat -sign are not in a specific order -if a sign is on the left, that same sign wont be on screen at the same time on the right -CPU cars DO NOT come at the player at the same speed -some repeat the same lane spot for as few as 2 frames and as many as 5 frames -CPU cars have 5 locations along the lane this means there are 50 frames of car viables not including sign or player car variables -realistically there are about 220 frames possible PER car lane (approx 1100 frames) -a frame every 3 minutes means 55 hours of coloring for video mode alone I was working on a mask to ignore the lane markers, but WOB never goes left 50,000+ frames? no waiz! ~50 car variables each sign has ~45 variables ~5 player location variables ~5 lane marker variables 50x45x5x5 = 56,250 Map notes: There's only 1 map and its about 4 screens tall Map loops onto itself. The road is always the same Location dots are always the same The location names are randomly/dynamically generated The path "driven" on the road is also random/dynamic I didnt break down the variable math but Id guess around 800 possible sequences
  4. I uploaded a new beta this afternoon, full fledged release likely next friday. I just need to annoy WOB some more.
  5. I took your advice and reworked things triggered by mask 1. I've basically redone almost the entire attract sequence and a ton of other stuff, probably another 30 hours of work poured into this. Im hoping I can finish my surprise part of the update but its taking a considerable amount of time.
  6. Feel free to ask any questions. The whole point of me releasing the source with everything I do is to get other people to learn how to do it. Feel free to use this topic for your updates if you'd like. Can't wait to see what you come up with!
  7. https://drive.google.com/open?id=1XLn5Mn7jjlO5UOCgCGw-TwIRMPNuWZOd
  8. What all did you recolor? I quickly redid the match game (it was pretty bad) , be happy to share the source for you to merge my work into yours: https://drive.google.com/drive/folders/1z-Sg1dSso-90mAlh-ruAZ5swJKXJUSgD The real file exports were from before I recolored the match game
  9. updated the google drive folder, still working on an actual release
  10. In a perfect word that would work, but its other things killing the animations and over writing the wipes that trigger from all over. Very few of my masks can cover the entire screen, I had a lot to trigger and had to get pretty creative in re-using masks. Its really tough to put into words but if you look at the source you'll be able to get a better idea how weird this game is. All I know is I really wanna see your Indy colorization!
  11. I get that part of it, but I dont know how to make certain sequences have a higher priority without breaking anything. I'd like the car wipe to have the highest priority but at the same time that animation gets cut off off by numerous other triggers. I tried to go through and adjust triggers but it ended up being MUUUUUCH worse
  12. rut roh! So Im going to do a bunch of map pieces in chunks. I dont think the map is as random as I thought it was and this should get the majority of them colored. Whichever ones dont get colored will still get a different palette applied, so it should work well 90% of the time. I was watching the video WOB supplied to me for v14 and theres some helicopter right frames that didnt get triggered correctly, so there will be at least 1 more vpin release. I also need to delete the purple jackpot triggers, they are just ugly. Lucky may need to help with some triggering issues where 1 animation color mask is getting stopped by a new animation. Im not 100% of the easiest way to change priority.
  13. I hope Im in the credits, cause Im thirsty for attention 😛
  14. Release Change Log: .14 Final Vpin release, unless there is some MAJOR BUG I missed, so not likely Super Jackpot -Correct Palette applied -minor recoloring Highest Score -kept forgetting to trigger this one, its done now. Slanted Millions -changed to pal jump to account for all numbers Match Game -new mask to allow for 2,3, and 4 player games -new colors mask highlights each players match number in a different color -new triggers for all 43 frames Uploading now
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