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85vett

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85vett last won the day on August 28 2016

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About 85vett

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  1. Been a while since I posted an update but I wanted to keep you all in the know. Game is about 70% done in physical form. I took it to it's first show this past weekend. The below link is a stream of it while they ask me questions about the game. My portion starts at about the 40 min mark. I'm extremely happy with the game and that I was able to get it to look almost exactly like the VP version that I was building. I do hope to be able to finish the VP version once I get the physical copy completed. I also had the pleasure of meeting several of you at the show. Enjoyed all those conversations! https://www.youtube.com/live/5wworKHqep8
  2. Not sure if it's allowed or not, but if it is, here is a link to a facebook group that I created to document the progress on this game. You all are more than welcome to join. https://www.facebook.com/groups/524063356789628 Just posted an updated on the artwork. Made some changes from the VP version and getting it aligned to the 3D PF, that will become the final version cut file.
  3. The VP version is about 80% coded. After play testing as I learned coding I decided to build it for real so neck deep into it. Once I finish the real version I'll probably release the VP version. I bought a 3d printer and am having to teach myself CAD as I'm building everything myself. Some pics of progress.
  4. Appreciate it and PM responded to. I've got a couple new modes WIP so hoping to get them working too soon. I'm finding that all my modes are starting to feel the same so trying to really rethink some aspects as I want the player to have to explore the whole table and also feel like they've been on a journey through the theme. I probably should have started with a original EM style game first though 😉 As animation and music integration along with mode stacking is making my lake of coding background really a big roadblock sometimes.
  5. Finally figured out how to get a video scene to play behind my scoreboard animations. Started polishing up the first mode (Jester) and was able to add in the video, sound bites and callouts. Youtube keeps muting my stuff so trying to share the video's via my facebook page. Hopefully that is allowed.... I just want you to be able to hear the music and sounds as well as I think those things play just as part of the fun of a game as the rules and layout. Hopefully this link works as well: https://www.facebook.com/61561806418572/videos/2744402099053351
  6. Short gameplay video to hopefully show some of the shots. Copy write got it so it lost most of the sounds though 😞
  7. Welcome everyone. It's been a while since I've been here but I've started to get the itch again for VP and Pinball development. As such, I wanted to share a project that I've been working on for the last ~6 months so far in my limited spare time. This is a table that I ultimately hope to be able to build a real version of some day but before doing so, I wanted to see if I could build it out virtually first. I tell you what.... A LOT has changed since I last looked at table development. Granted, before all I did was VPMame recreation where this is now an original Theme/Game, but it really feels like I'm starting back over from scratch. So, please be patient as I have no clue when this will be finished or if I can even accomplish that task of completion. But if I do, I plan to share it here with the rest of you to help me test it out and see if it's fun to play. If I fail on finishing it, I'll most likely release it as a WIP or hand it over to someone more competent then me (if someone wanted to take it over). If I do finish it and it's fun and enjoyable, my ultimate goal is to build it out for real and take it to shows for others to enjoy. Without further blabber... Here is Top Gun Pinball. Layout consist of: - 4 ramps - 3 flippers - 2 sets of drop targets - 6 stand up targets - 1 dropable target - 1 spinner (so far 😉 ) - 3 pops - 2 physical locks (in the jet) - 1 scoop - two switchable lane guides - 2 lift ramps with hidden shots under them - left lane kickback from under the flippers - right orbit travels under the shooter lane ramp to come back to your flipper Basic principle: - Them is mainly based on the Original move but has some additions from the second movie as well. - Goal will be to complete the "pilot" missions which are between the slingshots. Complete the 4 outer ones and fight the center one as a mini wizard mode. Goal is to have the successful completion of each of these to add a feature for your main modes. - Main modes are the TOPGUN letters in the middle of the playfield. Spell TOPGUN and play another mini wizard mode. This modes are more based off key parts of the movies. I.E. Fighting Jester, "Playing with the Boys" (Volleyball/football scenes), Saving Maverick (the second movie scene as part of the final battle), Save Cougar (help him land), Challenge IceMan, etc.. - Once both mini wizards are played then you would play a final wizard mode that resembles the final battle of the first movie - Build in side goals/missions like collecting characters. After you collect a character their would be a side mission associated to them. - Tomcat MB starts by locking the pilots. Once both are locked you hit the scoop to start the MB and it releases the balls back to the ramp. I'm trying to do my own artwork as well which is taking a lot of time to get something that at least somewhat blends in with a pinball theme. It's been 10+ years since I opened Photoshop so having to relearn it, but the scripting is really proving to be challenging. Trying to get things to not overrun each other and work properly is fun for someone with near zero coding background. With VPMame you just tell it to talk to the ROM, where here you have to figure it out yourself. I've been looking at several tables to just read the scripts and try to learn from them. It still feels like a foreign language but is somewhat understandable now. Don't laugh but it too my nearly a month to figure out how to make a scoreboard with gifs that play 😞 Anyway, love your feedback and ideas! Here is a link to a youtube video I just posted to try and show the layout a bit.
  8. hi 85vett love the look of your Big Buck Hunter version 2 physics mod table.  When I load it up thou it's in horizontal mode on the middle of my single screen laptop.  How do I put the playfield in the horizontal position?  Thanks for your help!

     

    Sincerely,

    MagicPolo

  9. 85vett

    House

  10.  Option Explicit
        Randomize

         Const cGameName = "mtl_164" 
         Const UseSolenoids = 1
         Const UseLamps = 0
         Const UseSync = 1
         Const HandleMech = 0 
         Const SSolenoidOn = "Solenoid"
         Const SSolenoidOff = ""
         Const SCoin = "CoinIn"
     
        Dim xx
        Dim Bump1, Bump2, Bump3, Mech3bank,bsTrough,bsLHole, bsRHole,dtl,cbRight,turntable,cbCaptive,cbCaptive2
        Dim PlungerIM,LMag,RMag
        Dim cBall

        Dim VarHidden, UseVPMDMD
    If table.ShowDT = true then
        'UseVPMDMD = true
        VarHidden = 0
        lockdown.visible = true
    else
        'UseVPMDMD = false
        VarHidden = 0
        lockdown.visible = false
    end if

    On Error Resume Next
    ExecuteGlobal GetTextFile("controller.vbs")
    If Err Then MsgBox "Can't open controller.vbs"
    On Error Goto 0

      LoadVPM "01560000", "sam.VBS", 3.10


        Set cBall = ckicker.createball
        ckicker.Kick 0, 0

      Sub table_Init

        UpPost.Isdropped=true
        With Controller
            .GameName = cGameName
            If Err Then MsgBox "Can't start Game " & cGameName & vbNewLine & Err.Description:Exit Sub
            .SplashInfoLine = "Metallica (Stern 2013)"
            .HandleKeyboard = 0
            .ShowTitle = 0
            .ShowDMDOnly = 1
            .ShowFrame = 0
            .HandleMechanics = 1
            .Hidden = VarHidden
            On Error Resume Next
            .Run GetPlayerHWnd
            If Err Then MsgBox Err.Description
        End With

        On Error Goto 0

    'Trough
        Set bsTrough = New cvpmBallStack
        bsTrough.InitSw 0, 21, 20, 19, 18, 0, 0, 0
        bsTrough.InitKick BallRelease, 90, 8
        bsTrough.InitExitSnd SoundFX("ballrelease",DOFContactors), "Solenoid"
        bsTrough.Balls = 4

    'Hole bsRHole - right eject
          Set bsRHole = New cvpmBallStack

  11. Version WIP

    1149 downloads

    Uploading this table as a WIP the same as Mustang. This table will never play as it is supposed to until the aux boards are figured out. The upper control gates for the top lanes as well as the coil that shakes the ship are on those boards. As it stands now a shot to the left loop will go all the way around the loop while a shot to the right lane will stop in the pops. Other than this it plays just fine. For the most part there aren't to many times a shot to the right lane would go all the way around in the real table so it's not a show stopper. Just wanted to call that out in case you thought it was a bug in the table. I also know there is a VPX version out there of ST. This table is just for those that don't have/want VPX. This is a PM5 version. It's not as graphically polished as most tables I've released but it is fully playable. This is a true WIP so all rights to mod and release are given at this time. I had help with the color changing code but my helper on that wished to be nameless. You know who you are, and thanks again for the help with it.
  12. Version WIP

    1400 downloads

    This table will never be 100% functional from a light perspective until someone is able to figure out how to emulate the aux boards for SAM tables. All the lights that are above the table are controlled by them as well as the center grid box. Since I'm pulling out of building tables for now I didn't want it to go to 100% waste thus why I am releasing it as a WIP. This table is fully playable so hopefully you will get some enjoyment out of it still. Physics could use some polish as well but should be fairly good for most cabs. Please keep in mind though that this is a WIP table though. Most of the plastics are placeholders I made but the PF is a redraw that I did a couple years ago. Modders - You have full approval to mod this table and release. This is a VP9 PM5 version table. I didn't not make a VP 9.9 or VPX table version but if someone wants to convert it feel free to release it as well. I believe their is new code for this table so you'll want to update that first. Currently I have it scripted to run on MT_130.
  13. Version 1.0

    3674 downloads

    Stern Metallica Pro recreation. Thanks for everyone's patience in the release of this table. I'm not sure what the most recent code is for Met Pro so you will most likely want to update that. Just download the most recent version and change it in the script. This is a Physmod 5 table of which I highly recommend playing it in this version due to the much improved flipper physics. A VP9.9 version was not created. I was going to build a specific table in that version but lost interest. If anyone wants to make a conversion to VP 9.9 approval is granted to release. Thanks to Dark for the Sparky head. I used a moddified version of JP's AFM ship movement script for the head so I should give credit to him for that. It's pretty cool using that script as nudging makes his head bobble, just like the real table. Thanks to Fren for letting me use some of his Met table redraw. I had most of it already but was able to fill in some gaps from his PF. Thanks to my testers - you know who you are. Some people have experienced some issues with balls getting stuck on the cross. I've made a couple of adjustments which seems to have removed that problem. Hopefully that issues doesn't pop up anymore. Gameplay wise is very fast as I adjusted settings to play like my real Met table. I keep it waxed and super fast thus why this table is fast. I encourage everyone to play with the settings to make the game play as they wish. Full rights to mod are given at this time. It's been a fun ride building tables so hopefully everyone enjoys this one. Hopefully I'll get the bug again some day to build tables again.
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