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pt01 (vpx 2023) 0x3e


0x3e

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Hello vpuniverse,

 

I am playing around with my first table working title `Pinball Table 1` pt01 and would like to document the progress as well as solicit feedback and pointers on where to best learn how to improve my development.

 

The goal is a table like something created around 1980 but with a minimal art and sound style, no distractions , no text or numbers on the playfield, minimal language used. I am not an artist nor do I have any technical understanding of sound design so may  never get to those areas. It is an experiment in game mechanics from an outside perspective. I know very little about pinball so it could be considered outsider art or a joke. I do not want to offend and really appreciate the hard work and effort that goes into the full reproductions and great original tables.

 

My fun is the layout of the table and coding the scoring and game mechanics. I am working in the background on trying to setup code testing and development from the command line in wine as I only have windows installed on my game PC attached to my TV and am used to working with command line tools on unix systems.

 

Table bleeding edge files are here: https://github.com/0x3e/pt01

 

Table file:

 https://github.com/0x3e/pt01/raw/master/PT01 (VPX 2023) 0x3e.vpx

 

b2s:

 https://github.com/0x3e/pt01/raw/master/PT01 (VPX 2023) 0x3e.directB2S   ( use save link as )

 

If you are not using the b2s I am using dseg7 font until do more work on the desktop segment display:

  https://www.keshikan.net/fonts-e.html

 

I only have a single tv attached to my game PC and have a very early understanding of how everything fits together ( b2s, pup, desktop and dmg).

 

Pointers on documentation and learning materials much appreciated and feedback on where to post and how this community works is also appreciated, I am new here and new to pinball.

 

What I am using for documentation is:

  VPX txt content - https://github.com/vpinball/vpinball/tree/master/txt

  DEAD FLIP - How To Make Your Own Pinball Machine In Visual Pinball - Crash Course https://www.youtube.com/watch?v=9Z6P6p2mRIA

  orbital pin - VPX Documentation https://docs.orbitalpin.com/vpx-documentation

  armuco - Visual Pinball Visual Guide http://www.armuco.ch/bubble/VisualGuidehtml/indexGB.htm

 

Edited by 0x3e
fix links, improve language
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# Rules and scoring

 

I like watching and playing classics. The games are fast and the scores low. I have not finished working on the scoring and keep trying to get it lower.

 

The scores in the backglass are big and visible from a distance, the current state of the table should be very obvious from a distance as progress changes the whole colour of the table lights.

 

Exploring the rules and scores is easier in 'Easymode' currently on line 37 of the script. I am very bad at pinball so test a lot in Easymode. Exploring the scoring and objectives without much introduction is supposed to be part of the fun on this table. Watching things light up and working out how to make more things light and increase the scores given.

 

## Levels/stages

 

The table has levels each is a colour, to go up a level you have to get your bonus for the current colour full and light all four top lanes the new colour, each level increases the table multiplier.

 

Bonus is limited to one colour above the current level.

 

Each level allows one each of locking and releasing balls to multiball. Light the kickers to allow a lock of that kicker and hit the left top gate to release all locked balls, you cannot lock or release again until you level the table.

 

## Missions/objectives.

 

The leftmost targets toggle for objective selection right top gate starts the mission to collect the objectives. Objectives are displayed on the score panel using cryptic symbols. Objectives gain scoring bonuses for each locked and free ball on the table as well as table level. Eight sets of objectives per ball and these do not reset on gaining level.

 

## Combos

 

Hitting targets from different groups within a short period of time can lead to bonus points in the form of combos. Hitting spinners and kickers at the end of combos increases the bonus.

 

## Bonus X

 

One bonus x is available once per level above the first. You must complete all three sets of drop targets in a level to get a bonus x.

 

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