- This topic has 30 replies, 14 voices, and was last updated 5 years, 2 months ago by Thalamus.
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March 17, 2019 at 8:18 pm #118342
I’ve wanted to do a modern EM table and found Cuphead to be an ideal theme. I love the art and music of this videogame. I plan to incorporate the brilliant 30s jazz music from the game, and leave the EM mech sounds. We’ll see how that turns out.
This is a blend of a couple of Loserman76 tables, who graciously allowed me to use Bronco as the core table.
Basic game play: collect the soul contracts on the “bosses” by hitting banks of drop targets. If the ball enters Perdition three times, the ball is locked and an up-post blocks the entrance of Perdition (this starts two ball multiball). When the second ball hits the center standup target it drops the up-post and the first ball is kicked into play.
I’m working on the script now (and learning VB along the way), and hoping for help.
Suggestions, recommendations, etc. welcomed.
Onevox
Onevox
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March 17, 2019 at 10:38 pm #118355I was wondering what would come next from you. Looks awesome!
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March 17, 2019 at 11:07 pm #118360That’s sweet my kids love Cuphead
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March 18, 2019 at 8:36 am #118383After Clash – I can tell you. I’m really looking forward to see what you come up with !
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March 18, 2019 at 10:54 am #118412Looking sweet, but – don’t kill me – this isn’t a real Machine ?
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March 18, 2019 at 11:27 am #118415Seriously? Not that Iâm aware of. I just did a search and saw where someone built an arcade cab themed with Cuphead.
Onevox
Onevox
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March 18, 2019 at 12:38 pm #118421Totally awesome, just a little worried cause it’s so good that maybe it attracts attention from the original team behind the game (StudioMDHR), probably nice guys, but I think it’s Micro$oft property.
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May 16, 2019 at 8:41 pm #128598May 16, 2019 at 10:14 pm #128601Not familiar with the theme but I bet it will be cool. Looking this up so I feel less out of the loop ;)
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
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May 17, 2019 at 5:41 am #128609Videogame from 2017. I love how they used the Fleischer Studios cartoon style from the 1930s. (Betty Boop, Popeye) The soundtrack to the game is 30s jazz along the lines of Benny Goodman’s “Sing, Sing, Sing,” but frenetic.
Onevox
Onevox
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May 18, 2019 at 7:47 am #128726..original game is also on the switch by now, it rocks!!
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June 4, 2019 at 6:22 am #130747Well, back to the drawing board. After finally getting it playable (no script errors or non-working elements), I found the game play lacks the flow I had hoped. Upper right flipper tends to hit the left outlane, drop target hits direct ball to outlanes, other angles tend to drain too much. I’m thinking about moving the drop targets to about the position of the upper flipper on right and left, and direct loop lanes around them on the outside: right feeding to bumpers, left feeding to top. Stay tuned.
Onevox
Onevox
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June 4, 2019 at 6:51 am #130750Small tweaks can make a big change in flow.. good luck
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
********************************************************
Messing with the VPinball app and push notifications.
So if you haven't downloaded app yet what are you waiting for!?
for IOS and Android********************************************************
You need to login in order to like this post: click here
June 12, 2019 at 8:13 pm #131939A PF update. Game flow is improved, I think.
I moved the drop target banks to the middle (so the ricochet doesn’t shoot to the outlanes) …Â moved DASH loops on the outside of the drop targets: the left loop to the top, the right loop up the middle of the bumpers.
Lower saucers kick ball up, left can reach the upper right saucer but not every time, the right goes up to left side of the bumpers. I’d like to add some variable so they on occasion rake across the drop targets in front of them. No sure this is possible.
Moved King Dice and Devil art to the plastics, with the devils tail over the right loop.
Removed: gates and perdition uppost because the scripting complexity was driving me crazy. I just want to focus on getting this to a beta stage. May add back uppost to block perdition for multiball once everything else is done.
Working on: resets and awards for rule set.
Pete
Onevox
Onevox
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June 12, 2019 at 9:41 pm #131941A PF update. Game flow is improved, I think.
I moved the drop target banks to the middle (so the ricochet doesn’t shoot to the outlanes) …Â moved DASH loops on the outside of the drop targets: the left loop to the top, the right loop up the middle of the bumpers.
Lower saucers kick ball up, left can reach the upper right saucer but not every time, the right goes up to left side of the bumpers. I’d like to add some variable so they on occasion rake across the drop targets in front of them. No sure this is possible.
Moved King Dice and Devil art to the plastics, with the devils tail over the right loop.
Removed: gates and perdition uppost because the scripting complexity was driving me crazy. I just want to focus on getting this to a beta stage. May add back uppost to block perdition for multiball once everything else is done.
Working on: resets and awards for rule set.
Pete
Onevox
Looking excellent.
This is a table that would do great with a pup-pack using the beautiful gameplay and cinematic footage from the video game. Though the game is hard as balls, so one may need to resort to Youtube footage. :)
Are you coding this from scratch, or using a rom? If from scratch that would definetly allow for a better pup experience…you could even use PuP for the scoring and text on the backglass!
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June 13, 2019 at 12:25 am #131945Looking great!
Gwen
- Wonky builder of the steampunk Nikola Tesla cabinet & Starfighter CabinetGwen
- Wonky builder of the steampunk Nikola Tesla cabinet & Starfighter CabinetYou need to login in order to like this post: click here
June 13, 2019 at 11:56 am #132081A PF update. Game flow is improved, I think.
I moved the drop target banks to the middle (so the ricochet doesn’t shoot to the outlanes) …Â moved DASH loops on the outside of the drop targets: the left loop to the top, the right loop up the middle of the bumpers.
Lower saucers kick ball up, left can reach the upper right saucer but not every time, the right goes up to left side of the bumpers. I’d like to add some variable so they on occasion rake across the drop targets in front of them. No sure this is possible.
Moved King Dice and Devil art to the plastics, with the devils tail over the right loop.
Removed: gates and perdition uppost because the scripting complexity was driving me crazy. I just want to focus on getting this to a beta stage. May add back uppost to block perdition for multiball once everything else is done.
Working on: resets and awards for rule set.
Pete
Onevox
Looking excellent.
This is a table that would do great with a pup-pack using the beautiful gameplay and cinematic footage from the video game. Though the game is hard as balls, so one may need to resort to Youtube footage. :)
Are you coding this from scratch, or using a rom? If from scratch that would definetly allow for a better pup experience…you could even use PuP for the scoring and text on the backglass!
Terry,
This is a “scratch” build, sort of, without a ROM. I’m using Loserman76’s EM script and modifying/adding.  This is a scripting lesson for me, and VBS is slow learning for this visual thinker. I think a PUP pack would be fun once i get it right as a regular, ole’ table.
My son is pretty good at the game, so I may be able to get him to record some custom content.
Onevox
Onevox
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June 19, 2019 at 9:15 am #133084When do you use “true” “=1” “enabled” or “lightstateon” code? I’m trying to get it in my head when each is used.
I’m trying to have a bank of three standup targets, when all hit, to trigger kicker lights and higher scoring. Each target hit lights an insert to indicate the hit.
I tried creating a Sub like this
If StandupLight1.state=1 and StandupLight2.state=1 and StandupLight3.state=1 then
DashLight1.state=1
DashLight2.state=1
end if
But it didn’t work, so I tried/failed to make the standup hit event as the “if” calls. Then tried to add the standuplights to a collection and create a obj statement, and that didn’t work either.
I’m curious, is it better for a hit event to trigger a PF light, then use that PF light state(s) as a condition for a secondary event like activating something else? Or what’s the protocol?
Help greatly appreciated. Scripting is starting to sink in, slowly. Apologies for non-standard nomeclature.
Pete
Onevox
Onevox
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June 19, 2019 at 9:29 am #133086When you have should work…Â but you would either need to add your if statement to a timer…Â or to a check sub (thats what I call them…)Â so…
Target1_hit()
StandupLight1.state=1
CheckTargets
End Sub
Target2_hit()
StandupLight2.state=1
CheckTargets
End Sub
Target3_hit()
StandupLight3.state=1
CheckTargets
End Sub
Sub CheckTargets()
If StandupLight1.state=1 and StandupLight2.state=1 and StandupLight3.state=1 then
DashLight1.state=1
DashLight2.state=1
end if
End Sub
Something like that…
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June 19, 2019 at 8:57 pm #133159Next Question: I’m trying to get the top lane rollovers, when all hit, to advance the multiplier and light the multiplier insert lights. First series is 2X, then second series advances to 3X and then 4X. I’m starting to think its a timer issue, but I’m still not clear when a timer is necessary.
I’ve included only one rollover script here, the 4th or “D” rollover, and I haven’t done the Light Special yet so I commented it out.
Sub TriggerTopD_Hit()
If TableTilted=false then
PlaySound “sensor”
DOF 121, DOFPulse
SetMotor(300)
TopLightD.state=1
CheckRollovers
‘ CheckForLightSpecial
end if
End SubSub CheckRollovers
if (TopLightA.state=1) and (TopLightB.state=1) and (TopLightC.state=1) and (TopLightD.state=1) then
BonusMultiplier=BonusMultiplier+1
end if
end subSub MultiplierBonus
if BonusMultiplier=2 Then
Bonus2X.state=1
end If
if BonusMultiplier=3 Then
Bonus3X.state=1
Bonus2X.state=0
end If
if BonusMultiplier= 4 Then
Bonus4X.state=1
Bonus3X.state=0
end If
if BonusMultiplier>4 Then
BonusMultiplier=4
Bonus4X.state=1
end If
End SubAs always, big thanks in advance. Pete
Onevox
Onevox
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