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Lighting on 1.4 looks much, much better. I notice the physics feel slightly different, although since I have not played a real DD, I can’t say if it’s better or not. I think this new version seems to have less elasticity which I suppose I prefer. I haven’t found any bugs yet, will post again if I do. I admire the dedication to update an already great release.
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I’m trying to start being less lazy in this community. I should have more time to post things, thank people, learn how to make things, etc.
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I know I’m kinda necromancer-ing this thread, but I don’t think anyone here will mind given the subject.
I have a love-hate relationship with Future Pinball. There have been many unique and fun original tables designed throughout Future Pinball’s history. I played a lot of Future Pinball before Visual Pinball 10 spoiled me with its physics, and I left Future Pinball alone until recently. Even with Future Pinball’s physics mods and optimal flipper angles, the flipper physics felt lacking. Recently, I’ve noticed that playing pinball is often a matter of mental adjustment. I have to aim my shots differently even among different Visual Pinball 10 tables. I still have preferences, and some tables or physics may be more fun than others to me, but I support the premise that Future Pinball has come a long way, and as a player if you can make some extra mental adjustments, there’s a lot of well-designed and fun tables for Future Pinball.
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I assume the error happens because EnterHighScore1 (and EnterHighScore2, 3, 4) is cast as an integer, so when you when you try to give it a True/False value, VP gets angry. Should be fine if you change the variables at the beginning of the script to True/False or just use 0/1 later in the script.
I also get the ball stuck sometimes as Josh mentioned.
It’s great seeing Space Cadet being tackled in Visual Pinball. I was thinking of learning and trying to do this myself until I saw this WIP. Very cool.
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