February 9, 2020 at 10:17 pm #162589flstclasicParticipant@flstclasic
This looks very impressive!
You need to login in order to like this post: click hereFebruary 11, 2020 at 6:05 am #162733The LoaferParticipant@theloafer
Agreed, keeping an eye on this one!
You need to login in order to like this post: click hereFebruary 29, 2020 at 12:51 pm #165318
Got some ideas this past week. Adding a gate in front of the blast furnace that will open when it’s time to create the alloy. And this…
A gear mounted above the slings that rotates 23 degrees on each sling hit. If I was better at this, I could do a series of gears above the plastics all driven by “powered” ones above the slings that would all rotate and cause something to happen at the top of the PF, like trip a switch that launches a multiball or opens the blast furnace door. Maybe on a Pro version later on. This one gear took 4 hours. sigh.
You need to login in order to like this post: click hereMarch 9, 2020 at 5:04 pm #166551zimbakinParticipant@zimbakin
Cool project, looking good.
You need to login in order to like this post: click hereMarch 16, 2020 at 11:27 am #167540
Couple of questions about scripting.
I have the gears placed above the slings and they rotate 45 degrees when the respective slings are hit, then rotate back to 0 degrees in the timer. Two things: 1. how can I get them to hold the position after a rotation, and rotate another 45 degrees on each hit (so they’re spinning in increments? (I tried a couple of things but they didn’t work. Apparently the RotZ value is a fixed position in 360 degrees.). 2. Is there a way to slow down the rotation with a timer? Instead of instantaneous, I’d like it rotate 45 degrees in 1 to 1.5 seconds.
(I asked in Orbital FB page, but thought I might get different eyes here). What’s an efficient way to disable some playfield triggers until one or two triggers have been hit? I want the bumpers, spinners and VUKs to work and create sound, but the hit events (registered in counters) are disabled until the Coal Kicker is hit. Once the coal kicker has been hit, the spinners and ore bumper counters are activated. Once the spinners reach a certain number of hits, the VUK counters are activated. So there’s a progression to hit events registering. I was thinking of something like this:
GOAL: Get Coal. Then make steam and electricity, and collect ores. Once steam and electricity is accumulated, pump bellows and stoke furnace with coal. Get bellows and furnace to fire up Blast furnace.
If coalcounter < 1 then spin1counter = 0, spin2counter = 0, bumpercounter = 0, VUKcounter = 0, etc.
If coalcounter > 0 then spin1counter = spin1counter + 1, spin2counter = spin2counter + 1, VUKcounter =0, etc.
if spin1counter = 4 and spin2counter = 4, then VUKcounter = VUK1counter + 1.
Is that the right approach or could it be simpler?
thanks in advance.
Making simple things complicated since 1964.
You need to login in order to like this post: click hereMarch 16, 2020 at 12:41 pm #167548makmakParticipant@makmak
I also like to complicate things (since 1970, lol) so I would enable a counter when another counter has reached the intended limit. So you dont need to check each and every variable/parameter each time?
You need to login in order to like this post: click hereApril 24, 2020 at 4:06 pm #175141
NOTE: This has been put on ice. Once it got it playable, I found it terribly boring. I tried to like it. But I’d lose interest after one game.
I’m going to rethink the PF and shots, especially the bumper placement. The SSF effect I was going for just isn’t there.
I may rethink as a two level game. I’ve wanted to try one of those, with the coal mine under the upper playfield and VUKs that shoot the ball to the upper level.
We’ll see. Thanks for following.
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1 user thanked author for this post.April 24, 2020 at 4:50 pm #175149
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