- This topic has 41 replies, 2 voices, and was last updated 4 years ago by vasago792000.
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October 11, 2019 at 10:08 am #147751
https://vpinball.com/VPBdownloads/watchmen-original-2019/
WARNING: This table contains mature content.
This table is based on the 1986 graphic novel by Alan Moore and Dave Gibbons, published by DC Comics.
Before anything else, let me talk about the elephant in the room: yes, the artwork is unfinished. I hope you will be able to appreciate the gameplay and soundtrack despite this. I have spent over a year on the design and code of this (the table script is over 12000 lines of code), but I am less skilled at artwork. In the end, with the HBO series based on this about to premier, I decided to release the table as it is rather than let it languish for lack of the art I cannot finish myself. I am allowing free mods of this table, and I hope the talented VP community will be able to contribute. The source file for the playfield artwork can be downloaded at https://neo-hawknest.se/watchmen-pf.psd
This table does not have a B2S backglass, but has an optional PinUp Player backglass available.
RULES:
RORSCHACH: Hit the left drop targets to light Rorschach modes. Hit the center saucer to start Rorschach modes. During Rorschach modes, hit orange lights.
NITE OWL: Hit the left ramp to light and start Nite Owl modes. During Nite Owl modes, hit white lights.
OZYMANDIAS: Hit the spinner to light and start Ozymandias modes. During Ozymandias modes, hit purple lights.
SILK SPECTRE: Hit the right ramp to light and start Silk Spectre modes. During Silk Spectre modes, hit yellow lights.
DR MANHATTAN: Hit the right saucer behind the right drop targets light and start Dr Manhattan modes. During Dr Manhattan modes, hit blue lights.
WIZARD MODES: Complete modes for all characters to light wizard modes.
OWLSHIP MULTIBALL: Hit loops lit with green lights to light lock. Hit ramps to lock balls. During multiball, hit green lights.
SUGAR CUBES: Collect sugar cubes to light extra ball, light mystery, and light”X” at the inlanes.
“X”: Roll over the lit X inlane to multiply the value of your next shot.
MYSTERY: Hit red arrows on the upper playfield to light a mystery award at the center saucer.
DOUBLE SCORING: Hit turquoise targets on the upper playfield to light double scoring at the upper playfield hole.You need to login in order to like this post: click here
October 11, 2019 at 11:59 am #147764Wow ! 11.777 lines of codes !! Congrats for this full scripted gameplayed you written !!Â
When I finish the table I’m on now , and if nobody taken the Artwork in hand, I could help with this … I’ll like the projectÂ
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October 12, 2019 at 12:52 am #147835You’ve worked too hard on this for it not to get a real art treatment.
I did a good bit of work on the PSD tonight I’ll try to polish it off. We’ll just need to figure out a way for the mini PF to not block the shots so much, maybe clear plastic bottom. (or semi transparent blue like Manhattan)
This is where I’m at currently and scaled this up to 4k.
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October 12, 2019 at 12:52 am #147836You’ve worked too hard on this for it not to get a real art treatment.
I did a good bit of work on the PSD tonight I’ll try to polish it off. We’ll just need to figure out a way for the mini PF to not block the shots so much, maybe clear plastic bottom. (or semi transparent blue like Manhattan)
This is where I’m at currently and scaled this up to 4k.
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October 12, 2019 at 6:07 am #147866Wow! That is already looking great! Regarding the upper playfield, this table was developed in desktop view. What I could do to make the shots more visible in full screen view is to shorten the rubbers to posts, like this:
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October 12, 2019 at 8:47 am #147877This table is interesting to play and really deserves to be finished with nice visuals…
Sure that talented people here will help.
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October 12, 2019 at 10:47 am #147886Could the mini PF go under the main PF just above the flippers similar to Scotty’s Stranger Things and the AC/DC tables? It would be some work, but it seems like there’s a good amount of room to work something like that in there. Just an idea
Owner: OPeCKiE Productions
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October 12, 2019 at 11:07 am #147887This one is pretty cool already. Definitely deserves to be continued!
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October 12, 2019 at 12:28 pm #147894some more work, getting closer.
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October 12, 2019 at 1:58 pm #147899Thank you, this is incredibly appreciated! I must ask, is there a particular reason you chose to change the colors of the mode inserts? The reason I ask is that the graphics in the desktop and PuP displays refer to white and orange shots, and the code uses white and orange as the lit arrows for those modes.
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October 13, 2019 at 1:06 am #147939so my plan was to move the lights by their colors to match the characters positions on my new layout. Def not changing their colors or the meanings of those. So i finished up the art (minus the upper PF) and have it here for you to get and do with as you please. I also added an updated vpx to show light placement changes. I didn’t 3d model the bumper caps or anything so some of those aspects look bad on DT view but not as much in cab. There seems to be an issue with the left lock post popping up on game start after you song select and that can lead to dead ball. Anyways you can dig through. Hope this helps get you amped to finish.
You’ll notice i made the upper playfield semi-transparent which i think helps a ton to not lose track of the ball behind it as a player. I’d suggest switching the art to be only lights and theying that on top and using a semi transparent material for the PF. Would make it really clean and nice. Similar to the way the new Black Knight LE does.
All my files here
https://www.dropbox.com/sh/709uqiqi07qbvkq/AABYUQNn1296fBwfEwN-8YdHa?dl=0Thanks for letting me have a swing – art is fun.
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October 13, 2019 at 1:31 am #147941Wow.
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October 13, 2019 at 7:29 am #147959Going to respond with more complete reactions later, for now just a quick word on how to fix the lock. When you replaced the plastics with flashers, it broke the lock switches which were positioned relative to the plastics. This is why the lock would cause ball hangs for you. The “TriggerLockEnter” and “TriggerLockExit” switches should be set to a surface to “Ramp29”.
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October 13, 2019 at 10:41 am #147978gotcha makes sense. yeah I was just screwing with the art not paying enough attention obviously. Well not sure if you’d like to take and use the art or me release it as a mod, up to you.
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October 13, 2019 at 10:54 am #147984Wow. Just wow. This table as been a labor of love for me, and seeing the missing piece of the puzzle fall into place with your artwork gives me a sense of fulfillment that’s hard to describe. I incorporated the art in my release, and it is now uploaded as version 1.0!
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October 13, 2019 at 11:44 am #147995yeah man i could tell you had put a ton of love into this thing, glad i could help. Hey the other bit this is missing is call outs, really needs them. I can record some for you if you maybe have a list. Ball 1 locked, ball saved, skillshot etc. I can record a base set for you to use.
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October 13, 2019 at 12:27 pm #148002well callouts and flashers. Need to rip some more light show into this badboy. I can help
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October 13, 2019 at 12:57 pm #148007Definitely make whatever changes you think will improve the game, such as call outs. Mods are permitted for this table. I was so focused on the rules and logic of the game that things such as light choreography were put aside for a “later” which never happened.
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October 13, 2019 at 1:26 pm #148008here you go bud I recorded some voice overs for you. They aren’t the greatest in the world but high quality enough and should fit the mood. I guess I’d prefer to keep working with you on this instead of just mod it on my own if you’re up for it. It’s your game i just want to help.
Here’s some voice overs =)
https://www.dropbox.com/sh/w6xdo3hx48xsnt6/AABTHSlW_eoJSbKnmIbQHOSMa?dl=0You need to login in order to like this post: click here
October 13, 2019 at 1:27 pm #148009also i just did them all in ogg cause your music already was but obviously they could be converted to whatever
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