This topic contains 28 replies, has 13 voices, and was last updated by  BrandonLaw 1 month, 1 week ago.

Viewing 20 posts - 1 through 20 (of 29 total)
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  • #118342
     Onevox (PeteM) 
    Participant
    Member

    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.

     

    IMG_3272IMG_3274IMG_3275IMG_3276

    2 users thanked author for this post.
    #118355
     bord 
    Participant
    MembervipContributor

    I was wondering what would come next from you. Looks awesome!

    #118360
     gambit 
    Participant

    That’s sweet my kids love Cuphead

    #118383
     Thalamus 
    Moderator
    ContributorMemberModerator

    After Clash – I can tell you. I’m really looking forward to see what you come up with  ! :yes:

    #118412
     STAT 
    Participant
    MemberContributor

    Looking sweet, but – don’t kill me – this isn’t a real Machine ? :scratch:

    #118415
     Onevox (PeteM) 
    Participant
    Member

    Seriously? Not that I’m aware of. I just did a search and saw where someone built an arcade cab themed with Cuphead.

    #118421
     Draifet 
    Participant
    Member

    Totally 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.

    #128598
     Onevox (PeteM) 
    Participant
    Member

    AC93AB51-8DED-4FA6-8E99-A0DAB8067BD06139735A-4A6C-4E2B-8CFB-BF1637CF0D36Backglass is coming along.

    #128601
     randr 
    Keymaster
    ModeratorMember

    Not familiar with the theme but I bet it will be cool. Looking this up so I feel less out of the loop ;)

    ********************************************************
    Messing with the VPinball app and push notifications.
    So if you haven't downloaded app yet what are you waiting for!?
    *******************************************************

    #128609
     Onevox (PeteM) 
    Participant
    Member

    Videogame 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.

    #128726
     toxie 
    Participant
    VP DEVMember

    ..original game is also on the switch by now, it rocks!!

    #130747
     Onevox (PeteM) 
    Participant
    Member

    Well, 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.

    #130750
     randr 
    Keymaster
    ModeratorMember

    Small 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!?
    *******************************************************

    #131939
     Onevox (PeteM) 
    Participant
    Member

    A 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) …  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.

    IMG_3861IMG_3862IMG_3863

    Pete

     

    #131941
     TerryRed 
    Moderator
    MemberContributorModerator

    A 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) …  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.

    IMG_3861IMG_3862IMG_3863

    Pete

     

    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!

    #131945
     Gwen 
    Participant
    Member

    Looking great! :good:

    Gwen
    - wonky builder of the steampunk-y Nikola Tesla cabinet.

    #132081
     Onevox (PeteM) 
    Participant
    Member

    A 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) …  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.

    IMG_3861IMG_3862IMG_3863

    Pete

     

    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.

     

    #133084
     Onevox (PeteM) 
    Participant
    Member

    When 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

     

     

    #133086
     cyberpez 
    Participant
    Member

    When you have should work…  but you would either need to add your if statement to a timer…  or to a check sub (thats what I call them…)  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…

    1 user thanked author for this post.
    #133159
     Onevox (PeteM) 
    Participant
    Member

    Next 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 Sub

    Sub CheckRollovers
    if (TopLightA.state=1) and (TopLightB.state=1) and (TopLightC.state=1) and (TopLightD.state=1) then
    BonusMultiplier=BonusMultiplier+1
    end if
    end sub

    Sub 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 Sub

     

    As always, big thanks in advance. Pete

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